Merge refactor/descriptive-constants (refactor step 1)
This commit is contained in:
56
TODO.md
56
TODO.md
@@ -29,19 +29,21 @@ Refactor ground rules:
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# Next Step
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Refactor step 1 (branch refactor/descriptive-constants): rename
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constants to descriptive, less C-like names. Creature/object/room/place
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flag bits (IsHuh→Confused, IsHalu→Hallucinating, CanHuh→CanConfuse,
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SeeMonst→SenseMonsters, ObjIsFound→WasFound, IsCanc→Cancelled, ...),
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trap types (TMyst→TrapMystery), item subtype constants
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(PLSD→PotionLSD, SIDRorS→ScrollIdentifyRingOrStick,
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RAddHit→RingDexterity, WsHasteM→WandHasteMonster,
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TwoSword→WeaponTwoHandedSword, ...), Max* count constants →
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Num*Types, and the Level.NTraps field → TrapCount. Pure rename; no
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behavior change; tests unchanged.
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Refactor step 2 (branch refactor/typed-kinds): typed kind enums —
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PotionKind, ScrollKind, RingKind, WandKind, WeaponKind, ArmorKind,
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TrapKind as iota enums with fmt.Stringer; Object.Which and the ObjInfo
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tables move to the typed kinds; the object category glyph bytes ('!',
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'?', ...) become an ObjectKind with a Glyph() method so item category
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and map character stop sharing one byte namespace.
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# Completed Steps
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- 2026-07-06 Refactor step 1 (refactor/descriptive-constants): renamed
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all flag bits, trap types, item subtype constants, and Max* counts to
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descriptive names (IsHuh→Confused, SeeMonst→SenseMonsters,
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WsHasteM→WandHasteMonster, MaxSticks→NumWandTypes, ...);
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Level.NTraps→TrapCount; C names kept as comment breadcrumbs. Pure
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rename, suite green.
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- 2026-07-06 Made the rgoue branch Go-only: removed C sources and the
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autoconf/VS build system (they remain on master and modern-rogue),
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ported the last wizard command (item-probability listing), rewrote
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@@ -63,58 +65,52 @@ behavior change; tests unchanged.
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# Future Steps
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1. Refactor step 2: typed kind enums — PotionKind, ScrollKind,
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RingKind, WandKind, WeaponKind, ArmorKind, TrapKind as iota enums
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with fmt.Stringer; Object.Which and the ObjInfo tables move to the
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typed kinds; the object category glyph bytes ('!', '?', ...) become
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an ObjectKind with a Glyph() method so item category and map
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character stop sharing one byte namespace.
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2. Refactor step 3: un-overload Object fields — split Object.Arm into
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1. Refactor step 3: un-overload Object fields — split Object.Arm into
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ArmorClass/Charges/GoldValue; parse damage dice ("1x4/1x2") once
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into a DiceSpec type at table definition instead of per swing;
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save-format update with round-trip test migration.
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3. Adopt the house Go linting standards: copy .golangci.yml from the
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2. Adopt the house Go linting standards: copy .golangci.yml from the
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prompts repo and bring game/, term/, and cmd/ lint-clean (the port
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is greenfield code, so no exemptions apply).
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4. Refactor step 4: method renames, movement/world subsystem
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3. Refactor step 4: method renames, movement/world subsystem
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(doMove→moveHero, beTrapped→springTrap, rndmove→randomStep,
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doRooms/doPassages/doMaze→digRooms/digPassages/digMaze,
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chgStr→changeStrength, ...); remove the goto/label flows in doMove,
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dispatch, and saveGame in favor of loops and helpers.
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5. Refactor step 5: method renames, items/combat/UI subsystems
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4. Refactor step 5: method renames, items/combat/UI subsystems
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(invName→inventoryName, rollEm→rollAttacks, doPot→applyPotionFuse,
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getItem→promptPackItem returning (obj, ok), getDir→promptDirection);
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int status codes (attack returning -1) become named results. Two or
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three commits, one subsystem each.
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6. Refactor step 6: extract types from the god object — MessageLine
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5. Refactor step 6: extract types from the god object — MessageLine
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owns the msg/addmsg/endmsg machinery; pack/inventory operations move
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onto *Player; monster/object list management and map queries
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consolidate onto *Level; RogueGame keeps turn orchestration and
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cross-system effects only.
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7. Refactor step 7: effects dispatch — the giant quaff/readScroll/doZap
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6. Refactor step 7: effects dispatch — the giant quaff/readScroll/doZap
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switches become per-kind handler tables of small named methods,
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keeping effect order and RNG call sequence identical.
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8. Refactor step 8: constructor and style pass per the house
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7. Refactor step 8: constructor and style pass per the house
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styleguide — game.New(game.Params{...}) replacing NewGame(Config);
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replace the gameEnd panic unwind with error-based turn results where
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feasible; 77-column wrap sweep.
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9. Docs refresh: update ARCHITECTURE.md Part 2 and README.md for the
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8. Docs refresh: update ARCHITECTURE.md Part 2 and README.md for the
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post-refactor names; add the C name → Go name rename table.
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10. Playtest hardening pass: play several full games with the tcell
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9. Playtest hardening pass: play several full games with the tcell
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binary and extend run_test.go to script a deeper multi-level
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playthrough (descend past level 5, use potions, scrolls, zapping,
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save/restore). Fix any panics, message mismatches, or divergences
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from the C behavior that this uncovers, with regression tests.
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11. Verify the seed-compatibility claim against the C reference on
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10. Verify the seed-compatibility claim against the C reference on
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c-master: same seed, same dungeon, same item tables, for several
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seeds.
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12. Broaden unit test coverage where playtesting finds thin spots
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11. Broaden unit test coverage where playtesting finds thin spots
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(rings, sticks, wizard commands).
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13. Tag a release once a full game (Amulet retrieval and score entry)
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12. Tag a release once a full game (Amulet retrieval and score entry)
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completes without defects.
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14. Full-terminal-size support (deferred by explicit decision
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13. Full-terminal-size support (deferred by explicit decision
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2026-07-06): per-game dungeon dimensions instead of the 80x24
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constants; open design questions are resize policy, gameplay
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tuning at larger sizes, and a --classic 80x24 mode.
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15. Note: this repo is exempt from the standard policy scaffold. Do not
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14. Note: this repo is exempt from the standard policy scaffold. Do not
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add Makefile, Dockerfile, or REPO_POLICIES.md.
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@@ -23,7 +23,7 @@ func (g *RogueGame) wear() {
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return
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}
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g.wasteTime()
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obj.Flags.Set(IsKnow)
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obj.Flags.Set(Known)
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sp := g.invName(obj, true)
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p.CurArmor = obj
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if !g.Options.Terse {
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@@ -9,19 +9,19 @@ const dragonShot = 5
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func (g *RogueGame) runners(int) {
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list := append([]*Monster(nil), g.Level.Monsters...)
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for _, tp := range list {
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if !tp.On(IsHeld) && tp.On(IsRun) {
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if !tp.On(Held) && tp.On(Awake) {
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origPos := tp.Pos
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wastarget := tp.On(IsTarget)
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wastarget := tp.On(Targeted)
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if g.moveMonst(tp) == -1 {
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continue
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}
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if tp.On(IsFly) && distCp(g.Player.Pos, tp.Pos) >= 3 {
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if tp.On(Flying) && distCp(g.Player.Pos, tp.Pos) >= 3 {
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if g.moveMonst(tp) == -1 {
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continue
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}
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}
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if wastarget && origPos != tp.Pos {
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tp.Flags.Clear(IsTarget)
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tp.Flags.Clear(Targeted)
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g.ToDeath = false
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}
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}
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@@ -35,12 +35,12 @@ func (g *RogueGame) runners(int) {
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// moveMonst executes a single turn of running for a monster (chase.c
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// move_monst). Returns -1 if the monster died or left the level.
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func (g *RogueGame) moveMonst(tp *Monster) int {
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if !tp.On(IsSlow) || tp.Turn {
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if !tp.On(Slowed) || tp.Turn {
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if g.doChase(tp) == -1 {
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return -1
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}
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}
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if tp.On(IsHaste) {
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if tp.On(Hasted) {
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if g.doChase(tp) == -1 {
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return -1
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}
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@@ -68,7 +68,7 @@ func (g *RogueGame) relocate(th *Monster, newLoc Coord) {
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g.move(newLoc.Y, newLoc.X)
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if g.seeMonst(th) {
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g.addch(th.Disguise)
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} else if g.Player.On(SeeMonst) {
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} else if g.Player.On(SenseMonsters) {
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g.standout()
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g.addch(th.Type)
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g.standend()
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@@ -83,7 +83,7 @@ func (g *RogueGame) doChase(th *Monster) int {
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mindist := 32767
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rer := th.Room // find room of chaser
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if th.On(IsGreed) && rer.GoldVal == 0 {
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if th.On(Greedy) && rer.GoldVal == 0 {
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th.Dest = &p.Pos // if gold has been taken, run after hero
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}
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var ree *Room // find room of chasee
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@@ -108,7 +108,7 @@ over:
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}
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}
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if door {
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rer = &g.Level.Passages[*g.Level.FlagsAt(th.Pos.Y, th.Pos.X)&FPNum]
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rer = &g.Level.Passages[*g.Level.FlagsAt(th.Pos.Y, th.Pos.X)&FPassNum]
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door = false
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goto over
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}
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@@ -120,7 +120,7 @@ over:
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if th.Type == 'D' && (th.Pos.Y == p.Pos.Y || th.Pos.X == p.Pos.X ||
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abs(th.Pos.Y-p.Pos.Y) == abs(th.Pos.X-p.Pos.X)) &&
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distCp(th.Pos, p.Pos) <= BoltLength*BoltLength &&
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!th.On(IsCanc) && g.rnd(dragonShot) == 0 {
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!th.On(Cancelled) && g.rnd(dragonShot) == 0 {
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g.Delta.Y = sign(p.Pos.Y - th.Pos.Y)
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g.Delta.X = sign(p.Pos.X - th.Pos.X)
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if g.HasHit {
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@@ -130,7 +130,7 @@ over:
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g.Running = false
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g.Count = 0
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g.Quiet = 0
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if g.ToDeath && !th.On(IsTarget) {
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if g.ToDeath && !th.On(Targeted) {
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g.ToDeath = false
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g.Kamikaze = false
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}
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@@ -147,7 +147,7 @@ over:
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if th.Dest == &obj.Pos {
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detachObj(&g.Level.Objects, obj)
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attachObj(&th.Pack, obj)
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if th.Room.Flags.Has(IsGone) {
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if th.Room.Flags.Has(Gone) {
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g.Level.SetChar(obj.Pos.Y, obj.Pos.X, Passage)
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} else {
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g.Level.SetChar(obj.Pos.Y, obj.Pos.X, Floor)
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@@ -168,7 +168,7 @@ over:
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g.relocate(th, g.chRet)
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// And stop running if need be
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if stoprun && th.Pos == *th.Dest {
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th.Flags.Clear(IsRun)
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th.Flags.Clear(Awake)
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}
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return 0
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}
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@@ -185,14 +185,14 @@ func (g *RogueGame) chase(tp *Monster, ee Coord) bool {
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// If the thing is confused, let it move randomly. Invisible Stalkers
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// are slightly confused all of the time, and bats are quite confused
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// all the time
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if (tp.On(IsHuh) && g.rnd(5) != 0) || (tp.Type == 'P' && g.rnd(5) == 0) ||
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if (tp.On(Confused) && g.rnd(5) != 0) || (tp.Type == 'P' && g.rnd(5) == 0) ||
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(tp.Type == 'B' && g.rnd(2) == 0) {
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// get a valid random move
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g.chRet = g.rndmove(&tp.Creature)
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curdist = distCp(g.chRet, ee)
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// Small chance that it will become un-confused
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if g.rnd(20) == 0 {
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tp.Flags.Clear(IsHuh)
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tp.Flags.Clear(Confused)
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}
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} else {
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// Otherwise, find the empty spot next to the chaser that is
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@@ -233,7 +233,7 @@ func (g *RogueGame) chase(tp *Monster, ee Coord) bool {
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break
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}
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}
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if found != nil && found.Which == SScare {
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if found != nil && found.Which == ScrollScareMonster {
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continue
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}
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}
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@@ -268,8 +268,8 @@ func (g *RogueGame) setOldch(tp *Monster, cp Coord) {
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}
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sch := tp.OldCh
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tp.OldCh = g.mvinch(cp.Y, cp.X)
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if !g.Player.On(IsBlind) {
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if (sch == Floor || tp.OldCh == Floor) && tp.Room.Flags.Has(IsDark) {
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if !g.Player.On(Blind) {
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if (sch == Floor || tp.OldCh == Floor) && tp.Room.Flags.Has(Dark) {
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tp.OldCh = ' '
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} else if distCp(cp, g.Player.Pos) <= LampDist && g.Options.SeeFloor {
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tp.OldCh = g.Level.Char(cp.Y, cp.X)
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@@ -281,10 +281,10 @@ func (g *RogueGame) setOldch(tp *Monster, cp Coord) {
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// see_monst).
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func (g *RogueGame) seeMonst(mp *Monster) bool {
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p := &g.Player
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if p.On(IsBlind) {
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if p.On(Blind) {
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return false
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}
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if mp.On(IsInvis) && !p.On(CanSee) {
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if mp.On(Invisible) && !p.On(CanSeeInvisible) {
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return false
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}
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y, x := mp.Pos.Y, mp.Pos.X
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@@ -298,7 +298,7 @@ func (g *RogueGame) seeMonst(mp *Monster) bool {
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if mp.Room != p.Room {
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return false
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}
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return !mp.Room.Flags.Has(IsDark)
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return !mp.Room.Flags.Has(Dark)
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}
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// runto sets a monster running after the hero (chase.c runto).
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@@ -308,8 +308,8 @@ func (g *RogueGame) runto(runner Coord) {
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return
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}
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// Start the beastie running
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tp.Flags.Set(IsRun)
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tp.Flags.Clear(IsHeld)
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tp.Flags.Set(Awake)
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tp.Flags.Clear(Held)
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tp.Dest = g.findDest(tp)
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}
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@@ -317,8 +317,8 @@ func (g *RogueGame) runto(runner Coord) {
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// any room (chase.c roomin).
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func (g *RogueGame) roomin(cp Coord) *Room {
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fp := *g.Level.FlagsAt(cp.Y, cp.X)
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if fp.Has(FPass) {
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return &g.Level.Passages[fp&FPNum]
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if fp.Has(FPassage) {
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return &g.Level.Passages[fp&FPassNum]
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}
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for i := range g.Level.Rooms {
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@@ -348,11 +348,11 @@ func (g *RogueGame) diagOk(sp, ep Coord) bool {
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// cansee).
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func (g *RogueGame) cansee(y, x int) bool {
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p := &g.Player
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if p.On(IsBlind) {
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if p.On(Blind) {
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return false
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}
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if distance(y, x, p.Pos.Y, p.Pos.X) < LampDist {
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if g.Level.FlagsAt(y, x).Has(FPass) {
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if g.Level.FlagsAt(y, x).Has(FPassage) {
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if y != p.Pos.Y && x != p.Pos.X &&
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!stepOk(g.Level.Char(y, p.Pos.X)) &&
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!stepOk(g.Level.Char(p.Pos.Y, x)) {
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@@ -364,7 +364,7 @@ func (g *RogueGame) cansee(y, x int) bool {
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// We can only see if the hero is in the same room as the coordinate
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// and the room is lit, or if it is close.
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rer := g.roomin(Coord{X: x, Y: y})
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return rer == p.Room && !rer.Flags.Has(IsDark)
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return rer == p.Room && !rer.Flags.Has(Dark)
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}
|
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// findDest finds the proper destination for the monster (chase.c
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@@ -375,7 +375,7 @@ func (g *RogueGame) findDest(tp *Monster) *Coord {
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return &g.Player.Pos
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}
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for _, obj := range g.Level.Objects {
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if obj.Type == Scroll && obj.Which == SScare {
|
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if obj.Type == Scroll && obj.Which == ScrollScareMonster {
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continue
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}
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if g.roomin(obj.Pos) == tp.Room && g.rnd(100) < prob {
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@@ -7,7 +7,7 @@ package game
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func (g *RogueGame) command() {
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p := &g.Player
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ntimes := 1 // number of player moves
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if p.On(IsHaste) {
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if p.On(Hasted) {
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ntimes++
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}
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// Let the daemons start up
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@@ -21,7 +21,7 @@ func (g *RogueGame) command() {
|
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}
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// these are illegal things for the player to be, so if any are
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// set, someone's been poking in memory
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if p.On(IsSlow | IsGreed | IsInvis | IsRegen | IsTarget) {
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if p.On(Slowed | Greedy | Invisible | Regenerates | Targeted) {
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panic("player flags corrupted")
|
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}
|
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@@ -59,7 +59,7 @@ func (g *RogueGame) command() {
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}
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if g.NoCommand != 0 {
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if g.NoCommand--; g.NoCommand == 0 {
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p.Flags.Set(IsRun)
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p.Flags.Set(Awake)
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g.msg("you can move again")
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}
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} else {
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@@ -121,14 +121,14 @@ func (g *RogueGame) command() {
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}
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g.DoDaemons(After)
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g.DoFuses(After)
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if p.IsRing(Left, RSearch) {
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if p.IsRing(Left, RingSearching) {
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g.search()
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} else if p.IsRing(Left, RTeleport) && g.rnd(50) == 0 {
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} else if p.IsRing(Left, RingTeleportation) && g.rnd(50) == 0 {
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g.teleport()
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}
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if p.IsRing(Right, RSearch) {
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if p.IsRing(Right, RingSearching) {
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g.search()
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} else if p.IsRing(Right, RTeleport) && g.rnd(50) == 0 {
|
||||
} else if p.IsRing(Right, RingTeleportation) && g.rnd(50) == 0 {
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||||
g.teleport()
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||||
}
|
||||
}
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||||
@@ -197,7 +197,7 @@ over:
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||||
g.doRun('n')
|
||||
case CTRL('H'), CTRL('J'), CTRL('K'), CTRL('L'),
|
||||
CTRL('Y'), CTRL('U'), CTRL('B'), CTRL('N'):
|
||||
if !p.On(IsBlind) {
|
||||
if !p.On(Blind) {
|
||||
g.DoorStop = true
|
||||
g.Firstmove = true
|
||||
}
|
||||
@@ -219,7 +219,7 @@ over:
|
||||
g.Delta.Y += p.Pos.Y
|
||||
g.Delta.X += p.Pos.X
|
||||
mp := g.Level.MonsterAt(g.Delta.Y, g.Delta.X)
|
||||
if mp == nil || (!g.seeMonst(mp) && !p.On(SeeMonst)) {
|
||||
if mp == nil || (!g.seeMonst(mp) && !p.On(SenseMonsters)) {
|
||||
if !g.Options.Terse {
|
||||
g.addmsg("I see ")
|
||||
}
|
||||
@@ -228,7 +228,7 @@ over:
|
||||
} else if g.diagOk(p.Pos, g.Delta) {
|
||||
g.ToDeath = true
|
||||
g.MaxHit = 0
|
||||
mp.Flags.Set(IsTarget)
|
||||
mp.Flags.Set(Targeted)
|
||||
g.RunCh = g.DirCh
|
||||
ch = g.DirCh
|
||||
goto over
|
||||
@@ -333,10 +333,10 @@ over:
|
||||
}
|
||||
if g.Level.Char(g.Delta.Y, g.Delta.X) != Trap {
|
||||
g.msg("no trap there")
|
||||
} else if p.On(IsHalu) {
|
||||
g.msg("%s", trName[g.rnd(NTraps)])
|
||||
} else if p.On(Hallucinating) {
|
||||
g.msg("%s", trName[g.rnd(NumTrapTypes)])
|
||||
} else {
|
||||
g.msg("%s", trName[*fp&FTMask])
|
||||
g.msg("%s", trName[*fp&FTrapMask])
|
||||
fp.Set(FSeen)
|
||||
}
|
||||
}
|
||||
@@ -407,7 +407,7 @@ func (g *RogueGame) wizardCommand(ch byte) {
|
||||
case CTRL('C'):
|
||||
g.addPass()
|
||||
case CTRL('X'):
|
||||
g.turnSee(p.On(SeeMonst))
|
||||
g.turnSee(p.On(SenseMonsters))
|
||||
case CTRL('~'):
|
||||
if item := g.getItem("charge", int(Stick)); item != nil {
|
||||
item.SetCharges(10000)
|
||||
@@ -418,7 +418,7 @@ func (g *RogueGame) wizardCommand(ch byte) {
|
||||
}
|
||||
// Give him a sword (+1,+1)
|
||||
obj := newObject()
|
||||
g.initWeapon(obj, TwoSword)
|
||||
g.initWeapon(obj, WeaponTwoHandedSword)
|
||||
obj.HPlus = 1
|
||||
obj.DPlus = 1
|
||||
g.addPack(obj, true)
|
||||
@@ -426,9 +426,9 @@ func (g *RogueGame) wizardCommand(ch byte) {
|
||||
// And his suit of armor
|
||||
obj = newObject()
|
||||
obj.Type = Armor
|
||||
obj.Which = PlateMail
|
||||
obj.Which = ArmorPlateMail
|
||||
obj.Arm = -5
|
||||
obj.Flags.Set(IsKnow)
|
||||
obj.Flags.Set(Known)
|
||||
obj.Count = 1
|
||||
p.CurArmor = obj
|
||||
g.addPack(obj, true)
|
||||
@@ -453,10 +453,10 @@ func (g *RogueGame) search() {
|
||||
ey := p.Pos.Y + 1
|
||||
ex := p.Pos.X + 1
|
||||
probinc := 0
|
||||
if p.On(IsHalu) {
|
||||
if p.On(Hallucinating) {
|
||||
probinc = 3
|
||||
}
|
||||
if p.On(IsBlind) {
|
||||
if p.On(Blind) {
|
||||
probinc += 2
|
||||
}
|
||||
found := false
|
||||
@@ -486,10 +486,10 @@ func (g *RogueGame) search() {
|
||||
if !g.Options.Terse {
|
||||
g.addmsg("you found ")
|
||||
}
|
||||
if p.On(IsHalu) {
|
||||
g.msg("%s", trName[g.rnd(NTraps)])
|
||||
if p.On(Hallucinating) {
|
||||
g.msg("%s", trName[g.rnd(NumTrapTypes)])
|
||||
} else {
|
||||
g.msg("%s", trName[*fp&FTMask])
|
||||
g.msg("%s", trName[*fp&FTrapMask])
|
||||
fp.Set(FSeen)
|
||||
}
|
||||
foundone = true
|
||||
@@ -661,7 +661,7 @@ func (g *RogueGame) uLevel() {
|
||||
// levitCheck checks whether she's levitating, and if she is, prints an
|
||||
// appropriate message (command.c levit_check).
|
||||
func (g *RogueGame) levitCheck() bool {
|
||||
if !g.Player.On(IsLevit) {
|
||||
if !g.Player.On(Levitating) {
|
||||
return false
|
||||
}
|
||||
g.msg("You can't. You're floating off the ground!")
|
||||
|
||||
@@ -53,10 +53,10 @@ func (g *RogueGame) doctor(int) {
|
||||
} else if g.Quiet >= 3 {
|
||||
p.Stats.HP += g.rnd(lv-7) + 1
|
||||
}
|
||||
if p.IsRing(Left, RRegen) {
|
||||
if p.IsRing(Left, RingRegeneration) {
|
||||
p.Stats.HP++
|
||||
}
|
||||
if p.IsRing(Right, RRegen) {
|
||||
if p.IsRing(Right, RingRegeneration) {
|
||||
p.Stats.HP++
|
||||
}
|
||||
if ohp != p.Stats.HP {
|
||||
@@ -92,27 +92,27 @@ func wanderTime(g *RogueGame) int { return g.spread(70) }
|
||||
// unconfuse releases the poor player from his confusion (daemons.c
|
||||
// unconfuse).
|
||||
func (g *RogueGame) unconfuse(int) {
|
||||
g.Player.Flags.Clear(IsHuh)
|
||||
g.Player.Flags.Clear(Confused)
|
||||
g.msg("you feel less %s now", g.chooseStr("trippy", "confused"))
|
||||
}
|
||||
|
||||
// unsee turns off the ability to see invisible (daemons.c unsee).
|
||||
func (g *RogueGame) unsee(int) {
|
||||
for _, th := range g.Level.Monsters {
|
||||
if th.On(IsInvis) && g.seeMonst(th) {
|
||||
if th.On(Invisible) && g.seeMonst(th) {
|
||||
g.mvaddch(th.Pos.Y, th.Pos.X, th.OldCh)
|
||||
}
|
||||
}
|
||||
g.Player.Flags.Clear(CanSee)
|
||||
g.Player.Flags.Clear(CanSeeInvisible)
|
||||
}
|
||||
|
||||
// sight gives the hero his sight back (daemons.c sight).
|
||||
func (g *RogueGame) sight(int) {
|
||||
p := &g.Player
|
||||
if p.On(IsBlind) {
|
||||
if p.On(Blind) {
|
||||
g.Extinguish(DSight)
|
||||
p.Flags.Clear(IsBlind)
|
||||
if !p.Room.Flags.Has(IsGone) {
|
||||
p.Flags.Clear(Blind)
|
||||
if !p.Room.Flags.Has(Gone) {
|
||||
g.enterRoom(p.Pos)
|
||||
}
|
||||
g.msg("%s", g.chooseStr("far out! Everything is all cosmic again",
|
||||
@@ -122,7 +122,7 @@ func (g *RogueGame) sight(int) {
|
||||
|
||||
// nohaste ends the hasting (daemons.c nohaste).
|
||||
func (g *RogueGame) nohaste(int) {
|
||||
g.Player.Flags.Clear(IsHaste)
|
||||
g.Player.Flags.Clear(Hasted)
|
||||
g.msg("you feel yourself slowing down")
|
||||
}
|
||||
|
||||
@@ -170,7 +170,7 @@ func (g *RogueGame) stomach(int) {
|
||||
}
|
||||
}
|
||||
if p.HungryState != origHungry {
|
||||
p.Flags.Clear(IsRun)
|
||||
p.Flags.Clear(Awake)
|
||||
g.Running = false
|
||||
g.ToDeath = false
|
||||
g.Count = 0
|
||||
@@ -180,14 +180,14 @@ func (g *RogueGame) stomach(int) {
|
||||
// comeDown takes the hero down off her acid trip (daemons.c come_down).
|
||||
func (g *RogueGame) comeDown(int) {
|
||||
p := &g.Player
|
||||
if !p.On(IsHalu) {
|
||||
if !p.On(Hallucinating) {
|
||||
return
|
||||
}
|
||||
|
||||
g.KillDaemon(DVisuals)
|
||||
p.Flags.Clear(IsHalu)
|
||||
p.Flags.Clear(Hallucinating)
|
||||
|
||||
if p.On(IsBlind) {
|
||||
if p.On(Blind) {
|
||||
return
|
||||
}
|
||||
|
||||
@@ -199,11 +199,11 @@ func (g *RogueGame) comeDown(int) {
|
||||
}
|
||||
|
||||
// undo the monsters
|
||||
seemonst := p.On(SeeMonst)
|
||||
seemonst := p.On(SenseMonsters)
|
||||
for _, tp := range g.Level.Monsters {
|
||||
g.move(tp.Pos.Y, tp.Pos.X)
|
||||
if g.cansee(tp.Pos.Y, tp.Pos.X) {
|
||||
if !tp.On(IsInvis) || p.On(CanSee) {
|
||||
if !tp.On(Invisible) || p.On(CanSeeInvisible) {
|
||||
g.addch(tp.Disguise)
|
||||
} else {
|
||||
g.addch(g.Level.Char(tp.Pos.Y, tp.Pos.X))
|
||||
@@ -237,7 +237,7 @@ func (g *RogueGame) visuals(int) {
|
||||
}
|
||||
|
||||
// change the monsters
|
||||
seemonst := p.On(SeeMonst)
|
||||
seemonst := p.On(SenseMonsters)
|
||||
for _, tp := range g.Level.Monsters {
|
||||
g.move(tp.Pos.Y, tp.Pos.X)
|
||||
if g.seeMonst(tp) {
|
||||
@@ -256,7 +256,7 @@ func (g *RogueGame) visuals(int) {
|
||||
|
||||
// land lands the hero from a levitation potion (daemons.c land).
|
||||
func (g *RogueGame) land(int) {
|
||||
g.Player.Flags.Clear(IsLevit)
|
||||
g.Player.Flags.Clear(Levitating)
|
||||
g.msg("%s", g.chooseStr("bummer! You've hit the ground",
|
||||
"you float gently to the ground"))
|
||||
}
|
||||
|
||||
@@ -23,7 +23,7 @@ func TestQuaffHealingPotion(t *testing.T) {
|
||||
g := mkGameInput(t, 5, "")
|
||||
pot := newObject()
|
||||
pot.Type = Potion
|
||||
pot.Which = PHealing
|
||||
pot.Which = PotionHealing
|
||||
ch := give(g, pot)
|
||||
g.scr.term.(*testTerm).input = []byte{ch}
|
||||
|
||||
@@ -32,7 +32,7 @@ func TestQuaffHealingPotion(t *testing.T) {
|
||||
if g.Player.Stats.HP <= 1 {
|
||||
t.Error("healing potion did not heal")
|
||||
}
|
||||
if !g.Items.Potions[PHealing].Know {
|
||||
if !g.Items.Potions[PotionHealing].Know {
|
||||
t.Error("healing potion not identified after drinking")
|
||||
}
|
||||
if len(g.Player.Pack) != 5 {
|
||||
@@ -44,12 +44,12 @@ func TestQuaffConfusionSetsFlagAndFuse(t *testing.T) {
|
||||
g := mkGameInput(t, 5, "")
|
||||
pot := newObject()
|
||||
pot.Type = Potion
|
||||
pot.Which = PConfuse
|
||||
pot.Which = PotionConfusion
|
||||
ch := give(g, pot)
|
||||
g.scr.term.(*testTerm).input = []byte{ch}
|
||||
|
||||
g.quaff()
|
||||
if !g.Player.On(IsHuh) {
|
||||
if !g.Player.On(Confused) {
|
||||
t.Error("confusion potion did not confuse")
|
||||
}
|
||||
if g.findSlot(DUnconfuse) == nil {
|
||||
@@ -59,7 +59,7 @@ func TestQuaffConfusionSetsFlagAndFuse(t *testing.T) {
|
||||
for range 30 {
|
||||
g.DoFuses(After)
|
||||
}
|
||||
if g.Player.On(IsHuh) {
|
||||
if g.Player.On(Confused) {
|
||||
t.Error("confusion never wore off")
|
||||
}
|
||||
}
|
||||
@@ -68,7 +68,7 @@ func TestReadEnchantArmor(t *testing.T) {
|
||||
g := mkGameInput(t, 5, "")
|
||||
scr := newObject()
|
||||
scr.Type = Scroll
|
||||
scr.Which = SArmor
|
||||
scr.Which = ScrollEnchantArmor
|
||||
ch := give(g, scr)
|
||||
g.scr.term.(*testTerm).input = []byte{ch}
|
||||
|
||||
@@ -88,16 +88,16 @@ func TestReadHoldMonsterFreezesAdjacent(t *testing.T) {
|
||||
// TestHoldScrollGreedyMonsterQuirk.
|
||||
g := mkGameInput(t, 5, "")
|
||||
tp := spawnAdjacent(g, 'Z')
|
||||
tp.Flags.Set(IsRun)
|
||||
tp.Flags.Set(Awake)
|
||||
scr := newObject()
|
||||
scr.Type = Scroll
|
||||
scr.Which = SHold
|
||||
scr.Which = ScrollHoldMonster
|
||||
ch := give(g, scr)
|
||||
g.scr.term.(*testTerm).input = []byte{ch}
|
||||
|
||||
g.readScroll()
|
||||
t.Logf("after scroll: flags=%o huh=%q", tp.Flags, g.Msgs.Huh)
|
||||
if tp.On(IsRun) || !tp.On(IsHeld) {
|
||||
if tp.On(Awake) || !tp.On(Held) {
|
||||
t.Error("hold monster scroll did not hold the adjacent monster")
|
||||
}
|
||||
}
|
||||
@@ -109,20 +109,20 @@ func TestReadHoldMonsterFreezesAdjacent(t *testing.T) {
|
||||
func TestHoldScrollGreedyMonsterQuirk(t *testing.T) {
|
||||
g := mkGameInput(t, 5, "")
|
||||
tp := spawnAdjacent(g, 'O')
|
||||
tp.Flags.Set(IsRun)
|
||||
tp.Flags.Set(Awake)
|
||||
scr := newObject()
|
||||
scr.Type = Scroll
|
||||
scr.Which = SHold
|
||||
scr.Which = ScrollHoldMonster
|
||||
ch := give(g, scr)
|
||||
g.scr.term.(*testTerm).input = []byte{ch}
|
||||
|
||||
g.readScroll()
|
||||
t.Logf("orc after scroll: flags=%o (IsRun=%v IsHeld=%v)",
|
||||
tp.Flags, tp.On(IsRun), tp.On(IsHeld))
|
||||
if !tp.On(IsHeld) {
|
||||
t.Error("orc lost IsHeld entirely")
|
||||
t.Logf("orc after scroll: flags=%o (Awake=%v Held=%v)",
|
||||
tp.Flags, tp.On(Awake), tp.On(Held))
|
||||
if !tp.On(Held) {
|
||||
t.Error("orc lost Held entirely")
|
||||
}
|
||||
if !tp.On(IsRun) {
|
||||
if !tp.On(Awake) {
|
||||
t.Error("quirk changed: greedy monster stayed held; if this is a " +
|
||||
"deliberate fix, update this test and ARCHITECTURE.md")
|
||||
}
|
||||
@@ -133,7 +133,7 @@ func TestZapSlowMonster(t *testing.T) {
|
||||
tp := spawnAdjacent(g, 'Z')
|
||||
stick := newObject()
|
||||
stick.Type = Stick
|
||||
stick.Which = WsSlowM
|
||||
stick.Which = WandSlowMonster
|
||||
g.fixStick(stick)
|
||||
ch := give(g, stick)
|
||||
g.scr.term.(*testTerm).input = []byte{ch}
|
||||
@@ -141,7 +141,7 @@ func TestZapSlowMonster(t *testing.T) {
|
||||
|
||||
charges := stick.Charges()
|
||||
g.doZap()
|
||||
if !tp.On(IsSlow) {
|
||||
if !tp.On(Slowed) {
|
||||
t.Error("slow monster wand did not slow")
|
||||
}
|
||||
if stick.Charges() != charges-1 {
|
||||
|
||||
@@ -48,14 +48,14 @@ var addDam = [32]int{
|
||||
// setMname returns the monster name for the given monster (fight.c
|
||||
// set_mname).
|
||||
func (g *RogueGame) setMname(tp *Monster) string {
|
||||
if !g.seeMonst(tp) && !g.Player.On(SeeMonst) {
|
||||
if !g.seeMonst(tp) && !g.Player.On(SenseMonsters) {
|
||||
if g.Options.Terse {
|
||||
return "it"
|
||||
}
|
||||
return "something"
|
||||
}
|
||||
var mname string
|
||||
if g.Player.On(IsHalu) {
|
||||
if g.Player.On(Hallucinating) {
|
||||
ch := int(g.mvinch(tp.Pos.Y, tp.Pos.X))
|
||||
if !isUpper(byte(ch)) {
|
||||
ch = g.rnd(26)
|
||||
@@ -83,9 +83,9 @@ func (g *RogueGame) fight(mp Coord, weap *Object, thrown bool) bool {
|
||||
g.Quiet = 0
|
||||
g.runto(mp)
|
||||
// Let him know it was really a xeroc (if it was one).
|
||||
if tp.Type == 'X' && tp.Disguise != 'X' && !p.On(IsBlind) {
|
||||
if tp.Type == 'X' && tp.Disguise != 'X' && !p.On(Blind) {
|
||||
tp.Disguise = 'X'
|
||||
if p.On(IsHalu) {
|
||||
if p.On(Hallucinating) {
|
||||
g.mvaddch(tp.Pos.Y, tp.Pos.X, byte(g.rnd(26)+'A'))
|
||||
}
|
||||
g.msg("%s", g.chooseStr("heavy! That's a nasty critter!",
|
||||
@@ -104,17 +104,17 @@ func (g *RogueGame) fight(mp Coord, weap *Object, thrown bool) bool {
|
||||
} else {
|
||||
g.hit("", mname, g.Options.Terse)
|
||||
}
|
||||
if p.On(CanHuh) {
|
||||
if p.On(CanConfuse) {
|
||||
didHit = true
|
||||
tp.Flags.Set(IsHuh)
|
||||
p.Flags.Clear(CanHuh)
|
||||
tp.Flags.Set(Confused)
|
||||
p.Flags.Clear(CanConfuse)
|
||||
g.endmsg()
|
||||
g.HasHit = false
|
||||
g.msg("your hands stop glowing %s", g.pickColor("red"))
|
||||
}
|
||||
if tp.Stats.HP <= 0 {
|
||||
g.killed(tp, true)
|
||||
} else if didHit && !p.On(IsBlind) {
|
||||
} else if didHit && !p.On(Blind) {
|
||||
g.msg("%s appears confused", mname)
|
||||
}
|
||||
didHit = true
|
||||
@@ -137,13 +137,13 @@ func (g *RogueGame) attack(mp *Monster) int {
|
||||
g.Running = false
|
||||
g.Count = 0
|
||||
g.Quiet = 0
|
||||
if g.ToDeath && !mp.On(IsTarget) {
|
||||
if g.ToDeath && !mp.On(Targeted) {
|
||||
g.ToDeath = false
|
||||
g.Kamikaze = false
|
||||
}
|
||||
if mp.Type == 'X' && mp.Disguise != 'X' && !p.On(IsBlind) {
|
||||
if mp.Type == 'X' && mp.Disguise != 'X' && !p.On(Blind) {
|
||||
mp.Disguise = 'X'
|
||||
if p.On(IsHalu) {
|
||||
if p.On(Hallucinating) {
|
||||
g.mvaddch(mp.Pos.Y, mp.Pos.X, byte(g.rnd(26)+'A'))
|
||||
}
|
||||
}
|
||||
@@ -171,14 +171,14 @@ func (g *RogueGame) attack(mp *Monster) int {
|
||||
g.ToDeath = false
|
||||
}
|
||||
}
|
||||
if !mp.On(IsCanc) {
|
||||
if !mp.On(Cancelled) {
|
||||
switch mp.Type {
|
||||
case 'A':
|
||||
// If an aquator hits, you can lose armor class.
|
||||
g.rustArmor(p.CurArmor)
|
||||
case 'I':
|
||||
// The ice monster freezes you
|
||||
p.Flags.Clear(IsRun)
|
||||
p.Flags.Clear(Awake)
|
||||
if g.NoCommand == 0 {
|
||||
g.addmsg("you are frozen")
|
||||
if !g.Options.Terse {
|
||||
@@ -193,7 +193,7 @@ func (g *RogueGame) attack(mp *Monster) int {
|
||||
case 'R':
|
||||
// Rattlesnakes have poisonous bites
|
||||
if !g.save(VsPoison) {
|
||||
if !p.IsWearing(RSustStr) {
|
||||
if !p.IsWearing(RingSustainStrength) {
|
||||
g.chgStr(-1)
|
||||
if !g.Options.Terse {
|
||||
g.msg("you feel a bite in your leg and now feel weaker")
|
||||
@@ -243,7 +243,7 @@ func (g *RogueGame) attack(mp *Monster) int {
|
||||
}
|
||||
case 'F':
|
||||
// Venus Flytrap stops the poor guy from moving
|
||||
p.Flags.Set(IsHeld)
|
||||
p.Flags.Set(Held)
|
||||
p.VfHit++
|
||||
g.Monsters['F'-'A'].Stats.Dmg = fmt.Sprintf("%dx1", p.VfHit)
|
||||
if p.Stats.HP--; p.Stats.HP <= 0 {
|
||||
@@ -330,20 +330,20 @@ func (g *RogueGame) rollEm(thatt, thdef *Creature, weap *Object, hurl bool) bool
|
||||
hplus = weap.HPlus
|
||||
dplus = weap.DPlus
|
||||
if weap == p.CurWeapon {
|
||||
if p.IsRing(Left, RAddDam) {
|
||||
if p.IsRing(Left, RingIncreaseDamage) {
|
||||
dplus += p.CurRing[Left].Arm
|
||||
} else if p.IsRing(Left, RAddHit) {
|
||||
} else if p.IsRing(Left, RingDexterity) {
|
||||
hplus += p.CurRing[Left].Arm
|
||||
}
|
||||
if p.IsRing(Right, RAddDam) {
|
||||
if p.IsRing(Right, RingIncreaseDamage) {
|
||||
dplus += p.CurRing[Right].Arm
|
||||
} else if p.IsRing(Right, RAddHit) {
|
||||
} else if p.IsRing(Right, RingDexterity) {
|
||||
hplus += p.CurRing[Right].Arm
|
||||
}
|
||||
}
|
||||
cp = weap.Damage
|
||||
if hurl {
|
||||
if weap.Flags.Has(IsMissl) && p.CurWeapon != nil &&
|
||||
if weap.Flags.Has(Missile) && p.CurWeapon != nil &&
|
||||
p.CurWeapon.Which == weap.Launch {
|
||||
cp = weap.HurlDmg
|
||||
hplus += p.CurWeapon.HPlus
|
||||
@@ -355,7 +355,7 @@ func (g *RogueGame) rollEm(thatt, thdef *Creature, weap *Object, hurl bool) bool
|
||||
}
|
||||
// If the creature being attacked is not running (asleep or held) then
|
||||
// the attacker gets a plus four bonus to hit.
|
||||
if !thdef.Flags.Has(IsRun) {
|
||||
if !thdef.Flags.Has(Awake) {
|
||||
hplus += 4
|
||||
}
|
||||
defArm := def.Arm
|
||||
@@ -363,10 +363,10 @@ func (g *RogueGame) rollEm(thatt, thdef *Creature, weap *Object, hurl bool) bool
|
||||
if p.CurArmor != nil {
|
||||
defArm = p.CurArmor.Arm
|
||||
}
|
||||
if p.IsRing(Left, RProtect) {
|
||||
if p.IsRing(Left, RingProtection) {
|
||||
defArm -= p.CurRing[Left].Arm
|
||||
}
|
||||
if p.IsRing(Right, RProtect) {
|
||||
if p.IsRing(Right, RingProtection) {
|
||||
defArm -= p.CurRing[Right].Arm
|
||||
}
|
||||
}
|
||||
@@ -512,7 +512,7 @@ func (g *RogueGame) removeMon(mp Coord, tp *Monster, waskill bool) {
|
||||
g.Level.SetMonsterAt(mp.Y, mp.X, nil)
|
||||
g.mvaddch(mp.Y, mp.X, tp.OldCh)
|
||||
detachMon(&g.Level.Monsters, tp)
|
||||
if tp.On(IsTarget) {
|
||||
if tp.On(Targeted) {
|
||||
g.Kamikaze = false
|
||||
g.ToDeath = false
|
||||
if g.Options.FightFlush {
|
||||
@@ -529,7 +529,7 @@ func (g *RogueGame) killed(tp *Monster, pr bool) {
|
||||
// If the monster was a venus flytrap, un-hold him
|
||||
switch tp.Type {
|
||||
case 'F':
|
||||
p.Flags.Clear(IsHeld)
|
||||
p.Flags.Clear(Held)
|
||||
p.VfHit = 0
|
||||
g.Monsters['F'-'A'].Stats.Dmg = "000x0"
|
||||
case 'L':
|
||||
|
||||
@@ -25,7 +25,7 @@ func TestRollEmParsesMultiAttackDice(t *testing.T) {
|
||||
g := mkGame(t, 42)
|
||||
att := &Creature{Stats: Stats{Str: 16, Lvl: 20, Dmg: "1x4/1x4/1x4"}}
|
||||
def := &Creature{Stats: Stats{Arm: 10, HP: 1000}}
|
||||
def.Flags.Set(IsRun)
|
||||
def.Flags.Set(Awake)
|
||||
// With attacker level 20 vs armor 10, swing always hits
|
||||
// (rnd(20)+wplus >= (20-20)-10 is always true), so three attacks of
|
||||
// 1x4 + str bonus 1 each must deal between 6 and 15 damage.
|
||||
@@ -60,7 +60,7 @@ func TestAttackHurtsPlayer(t *testing.T) {
|
||||
g := mkGame(t, 9)
|
||||
tp := spawnAdjacent(g, 'T') // troll: 1x8/1x8/2x6
|
||||
tp.Stats.Lvl = 20 // always hits
|
||||
tp.Flags.Clear(IsCanc)
|
||||
tp.Flags.Clear(Cancelled)
|
||||
hpBefore := g.Player.Stats.HP
|
||||
g.Player.Stats.HP = 500
|
||||
g.Player.Stats.MaxHP = 500
|
||||
@@ -96,7 +96,7 @@ func TestRunnersChaseHero(t *testing.T) {
|
||||
}
|
||||
tp := &Monster{}
|
||||
g.newMonster(tp, 'H', pos)
|
||||
tp.Flags.Set(IsRun)
|
||||
tp.Flags.Set(Awake)
|
||||
tp.Dest = &p.Pos
|
||||
d0 := distCp(tp.Pos, p.Pos)
|
||||
g.runners(0)
|
||||
|
||||
26
game/game.go
26
game/game.go
@@ -3,19 +3,19 @@ package game
|
||||
// ItemLore is the per-game item identity state: the randomized appearance
|
||||
// names and the seven mutable ObjInfo tables (extern.c/init.c).
|
||||
type ItemLore struct {
|
||||
PotColors [MaxPotions]string // p_colors: colors of the potions
|
||||
ScrNames [MaxScrolls]string // s_names: names of the scrolls
|
||||
RingStones [MaxRings]string // r_stones: stone settings of the rings
|
||||
WandMade [MaxSticks]string // ws_made: what sticks are made of
|
||||
WandType [MaxSticks]string // ws_type: "wand" or "staff"
|
||||
PotColors [NumPotionTypes]string // p_colors: colors of the potions
|
||||
ScrNames [NumScrollTypes]string // s_names: names of the scrolls
|
||||
RingStones [NumRingTypes]string // r_stones: stone settings of the rings
|
||||
WandMade [NumWandTypes]string // ws_made: what sticks are made of
|
||||
WandType [NumWandTypes]string // ws_type: "wand" or "staff"
|
||||
|
||||
Things [NumThings]ObjInfo
|
||||
Potions [MaxPotions]ObjInfo
|
||||
Scrolls [MaxScrolls]ObjInfo
|
||||
Rings [MaxRings]ObjInfo
|
||||
Sticks [MaxSticks]ObjInfo
|
||||
Weapons [MaxWeapons + 1]ObjInfo
|
||||
Armors [MaxArmors]ObjInfo
|
||||
Potions [NumPotionTypes]ObjInfo
|
||||
Scrolls [NumScrollTypes]ObjInfo
|
||||
Rings [NumRingTypes]ObjInfo
|
||||
Sticks [NumWandTypes]ObjInfo
|
||||
Weapons [NumWeaponTypes + 1]ObjInfo
|
||||
Armors [NumArmorTypes]ObjInfo
|
||||
|
||||
Group int // group number for the next stack of missiles (weapons.c `group`)
|
||||
}
|
||||
@@ -168,7 +168,7 @@ func NewGame(cfg Config) *RogueGame {
|
||||
g.FileName = cfg.Home + "/rogue.save"
|
||||
g.rogueOpts = cfg.RogueOpts
|
||||
if cfg.Wizard {
|
||||
g.Player.Flags.Set(SeeMonst)
|
||||
g.Player.Flags.Set(SenseMonsters)
|
||||
}
|
||||
if cfg.RogueOpts != "" {
|
||||
g.ParseOpts(cfg.RogueOpts)
|
||||
@@ -177,7 +177,7 @@ func NewGame(cfg Config) *RogueGame {
|
||||
g.Monsters = monsterTable
|
||||
g.Items.Group = 2 // weapons.c: int group = 2
|
||||
for i := range g.Level.Passages {
|
||||
g.Level.Passages[i].Flags = IsGone | IsDark
|
||||
g.Level.Passages[i].Flags = Gone | Dark
|
||||
}
|
||||
|
||||
g.initProbs() // set up prob tables for objects
|
||||
|
||||
30
game/init.go
30
game/init.go
@@ -19,31 +19,31 @@ func (g *RogueGame) initPlayer() {
|
||||
// And his suit of armor
|
||||
obj = newObject()
|
||||
obj.Type = Armor
|
||||
obj.Which = RingMail
|
||||
obj.Arm = aClass[RingMail] - 1
|
||||
obj.Flags.Set(IsKnow)
|
||||
obj.Which = ArmorRingMail
|
||||
obj.Arm = aClass[ArmorRingMail] - 1
|
||||
obj.Flags.Set(Known)
|
||||
obj.Count = 1
|
||||
p.CurArmor = obj
|
||||
g.addPack(obj, true)
|
||||
// Give him his weaponry. First a mace.
|
||||
obj = newObject()
|
||||
g.initWeapon(obj, Mace)
|
||||
g.initWeapon(obj, WeaponMace)
|
||||
obj.HPlus = 1
|
||||
obj.DPlus = 1
|
||||
obj.Flags.Set(IsKnow)
|
||||
obj.Flags.Set(Known)
|
||||
g.addPack(obj, true)
|
||||
p.CurWeapon = obj
|
||||
// Now a +1 bow
|
||||
obj = newObject()
|
||||
g.initWeapon(obj, Bow)
|
||||
g.initWeapon(obj, WeaponBow)
|
||||
obj.HPlus = 1
|
||||
obj.Flags.Set(IsKnow)
|
||||
obj.Flags.Set(Known)
|
||||
g.addPack(obj, true)
|
||||
// Now some arrows
|
||||
obj = newObject()
|
||||
g.initWeapon(obj, Arrow)
|
||||
g.initWeapon(obj, WeaponArrow)
|
||||
obj.Count = g.rnd(15) + 25
|
||||
obj.Flags.Set(IsKnow)
|
||||
obj.Flags.Set(Known)
|
||||
g.addPack(obj, true)
|
||||
}
|
||||
|
||||
@@ -51,7 +51,7 @@ func (g *RogueGame) initPlayer() {
|
||||
// (init.c init_colors).
|
||||
func (g *RogueGame) initColors() {
|
||||
used := make([]bool, len(rainbow))
|
||||
for i := 0; i < MaxPotions; i++ {
|
||||
for i := 0; i < NumPotionTypes; i++ {
|
||||
var j int
|
||||
for {
|
||||
j = g.rnd(len(rainbow))
|
||||
@@ -66,7 +66,7 @@ func (g *RogueGame) initColors() {
|
||||
|
||||
// initNames generates the names of the various scrolls (init.c init_names).
|
||||
func (g *RogueGame) initNames() {
|
||||
for i := 0; i < MaxScrolls; i++ {
|
||||
for i := 0; i < NumScrollTypes; i++ {
|
||||
var cp strings.Builder
|
||||
nwords := g.rnd(3) + 2
|
||||
for ; nwords > 0; nwords-- {
|
||||
@@ -88,7 +88,7 @@ func (g *RogueGame) initNames() {
|
||||
// (init.c init_stones).
|
||||
func (g *RogueGame) initStones() {
|
||||
used := make([]bool, len(stoneTable))
|
||||
for i := 0; i < MaxRings; i++ {
|
||||
for i := 0; i < NumRingTypes; i++ {
|
||||
var j int
|
||||
for {
|
||||
j = g.rnd(len(stoneTable))
|
||||
@@ -107,7 +107,7 @@ func (g *RogueGame) initStones() {
|
||||
func (g *RogueGame) initMaterials() {
|
||||
used := make([]bool, len(woods))
|
||||
metused := make([]bool, len(metals))
|
||||
for i := 0; i < MaxSticks; i++ {
|
||||
for i := 0; i < NumWandTypes; i++ {
|
||||
var str string
|
||||
for {
|
||||
if g.rnd(2) == 0 {
|
||||
@@ -156,14 +156,14 @@ func (g *RogueGame) initProbs() {
|
||||
sumProbs(g.Items.Scrolls[:])
|
||||
sumProbs(g.Items.Rings[:])
|
||||
sumProbs(g.Items.Sticks[:])
|
||||
sumProbs(g.Items.Weapons[:MaxWeapons]) // C sums MAXWEAPONS, excluding the flame entry
|
||||
sumProbs(g.Items.Weapons[:NumWeaponTypes]) // C sums MAXWEAPONS, excluding the flame entry
|
||||
sumProbs(g.Items.Armors[:])
|
||||
}
|
||||
|
||||
// pickColor returns the given color, or a random one if the hero is
|
||||
// hallucinating (init.c pick_color).
|
||||
func (g *RogueGame) pickColor(col string) string {
|
||||
if g.Player.On(IsHalu) {
|
||||
if g.Player.On(Hallucinating) {
|
||||
return rainbow[g.rnd(len(rainbow))]
|
||||
}
|
||||
return col
|
||||
|
||||
@@ -10,13 +10,13 @@ type Place struct {
|
||||
// Level is the current dungeon level: the map and everything on it. It is
|
||||
// reset in place by NewLevel, matching the C reuse of the global arrays.
|
||||
type Level struct {
|
||||
Places [MaxLines * MaxCols]Place
|
||||
Rooms [MaxRooms]Room
|
||||
Passages [MaxPass]Room // one pseudo-room per passage network
|
||||
Objects []*Object // lvl_obj: objects on this level
|
||||
Monsters []*Monster // mlist: monsters on the level
|
||||
Stairs Coord // location of the staircase
|
||||
NTraps int // number of traps on this level
|
||||
Places [MaxLines * MaxCols]Place
|
||||
Rooms [MaxRooms]Room
|
||||
Passages [MaxPass]Room // one pseudo-room per passage network
|
||||
Objects []*Object // lvl_obj: objects on this level
|
||||
Monsters []*Monster // mlist: monsters on the level
|
||||
Stairs Coord // location of the staircase
|
||||
TrapCount int // number of traps on this level
|
||||
}
|
||||
|
||||
// At returns the map cell at (y, x); the C INDEX(y,x) macro, including its
|
||||
|
||||
36
game/misc.go
36
game/misc.go
@@ -36,7 +36,7 @@ func (g *RogueGame) look(wakeup bool) {
|
||||
if x < 0 || x >= NumCols {
|
||||
continue
|
||||
}
|
||||
if !p.On(IsBlind) {
|
||||
if !p.On(Blind) {
|
||||
if y == hero.Y && x == hero.X {
|
||||
continue
|
||||
}
|
||||
@@ -49,11 +49,11 @@ func (g *RogueGame) look(wakeup bool) {
|
||||
}
|
||||
fp := &pp.Flags
|
||||
if pch != Door && ch != Door {
|
||||
if (pfl & FPass) != (*fp & FPass) {
|
||||
if (pfl & FPassage) != (*fp & FPassage) {
|
||||
continue
|
||||
}
|
||||
}
|
||||
if (fp.Has(FPass) || ch == Door) && (pfl.Has(FPass) || pch == Door) {
|
||||
if (fp.Has(FPassage) || ch == Door) && (pfl.Has(FPassage) || pch == Door) {
|
||||
if hero.X != x && hero.Y != y &&
|
||||
!stepOk(g.Level.Char(y, hero.X)) && !stepOk(g.Level.Char(hero.Y, x)) {
|
||||
continue
|
||||
@@ -63,7 +63,7 @@ func (g *RogueGame) look(wakeup bool) {
|
||||
tp := pp.Monst
|
||||
if tp == nil {
|
||||
ch = g.tripCh(y, x, ch)
|
||||
} else if p.On(SeeMonst) && tp.On(IsInvis) {
|
||||
} else if p.On(SenseMonsters) && tp.On(Invisible) {
|
||||
if g.DoorStop && !g.Firstmove {
|
||||
g.Running = false
|
||||
}
|
||||
@@ -73,20 +73,20 @@ func (g *RogueGame) look(wakeup bool) {
|
||||
g.wakeMonster(y, x)
|
||||
}
|
||||
if g.seeMonst(tp) {
|
||||
if p.On(IsHalu) {
|
||||
if p.On(Hallucinating) {
|
||||
ch = byte(g.rnd(26) + 'A')
|
||||
} else {
|
||||
ch = tp.Disguise
|
||||
}
|
||||
}
|
||||
}
|
||||
if p.On(IsBlind) && (y != hero.Y || x != hero.X) {
|
||||
if p.On(Blind) && (y != hero.Y || x != hero.X) {
|
||||
continue
|
||||
}
|
||||
|
||||
g.move(y, x)
|
||||
|
||||
if p.Room.Flags.Has(IsDark) && !g.Options.SeeFloor && ch == Floor {
|
||||
if p.Room.Flags.Has(Dark) && !g.Options.SeeFloor && ch == Floor {
|
||||
ch = ' '
|
||||
}
|
||||
|
||||
@@ -156,7 +156,7 @@ func (g *RogueGame) look(wakeup bool) {
|
||||
// tripCh returns the character for this space, taking into account whether
|
||||
// or not the player is tripping (misc.c trip_ch).
|
||||
func (g *RogueGame) tripCh(y, x int, ch byte) byte {
|
||||
if g.Player.On(IsHalu) && g.After {
|
||||
if g.Player.On(Hallucinating) && g.After {
|
||||
switch ch {
|
||||
case Floor, ' ', Passage, '-', '|', Door, Trap:
|
||||
default:
|
||||
@@ -171,8 +171,8 @@ func (g *RogueGame) tripCh(y, x int, ch byte) byte {
|
||||
// eraseLamp erases the area shown by a lamp in a dark room
|
||||
// (misc.c erase_lamp).
|
||||
func (g *RogueGame) eraseLamp(pos Coord, rp *Room) {
|
||||
if !(g.Options.SeeFloor && rp.Flags&(IsGone|IsDark) == IsDark &&
|
||||
!g.Player.On(IsBlind)) {
|
||||
if !(g.Options.SeeFloor && rp.Flags&(Gone|Dark) == Dark &&
|
||||
!g.Player.On(Blind)) {
|
||||
return
|
||||
}
|
||||
|
||||
@@ -195,7 +195,7 @@ func (g *RogueGame) eraseLamp(pos Coord, rp *Room) {
|
||||
// showFloor reports whether we show the floor in her room at this time
|
||||
// (misc.c show_floor).
|
||||
func (g *RogueGame) showFloor() bool {
|
||||
if g.Player.Room.Flags&(IsGone|IsDark) == IsDark && !g.Player.On(IsBlind) {
|
||||
if g.Player.Room.Flags&(Gone|Dark) == Dark && !g.Player.On(Blind) {
|
||||
return g.Options.SeeFloor
|
||||
}
|
||||
return true
|
||||
@@ -278,10 +278,10 @@ func (g *RogueGame) chgStr(amt int) {
|
||||
p := &g.Player
|
||||
addStr(&p.Stats.Str, amt)
|
||||
comp := p.Stats.Str
|
||||
if p.IsRing(Left, RAddStr) {
|
||||
if p.IsRing(Left, RingAddStrength) {
|
||||
addStr(&comp, -p.CurRing[Left].Arm)
|
||||
}
|
||||
if p.IsRing(Right, RAddStr) {
|
||||
if p.IsRing(Right, RingAddStrength) {
|
||||
addStr(&comp, -p.CurRing[Right].Arm)
|
||||
}
|
||||
if comp > p.MaxStats.Str {
|
||||
@@ -301,14 +301,14 @@ func addStr(sp *int, amt int) {
|
||||
// addHaste adds a haste to the player (misc.c add_haste).
|
||||
func (g *RogueGame) addHaste(potion bool) bool {
|
||||
p := &g.Player
|
||||
if p.On(IsHaste) {
|
||||
if p.On(Hasted) {
|
||||
g.NoCommand += g.rnd(8)
|
||||
p.Flags.Clear(IsRun | IsHaste)
|
||||
p.Flags.Clear(Awake | Hasted)
|
||||
g.Extinguish(DNohaste)
|
||||
g.msg("you faint from exhaustion")
|
||||
return false
|
||||
}
|
||||
p.Flags.Set(IsHaste)
|
||||
p.Flags.Set(Hasted)
|
||||
if potion {
|
||||
g.Fuse(DNohaste, 0, g.rnd(4)+4, After)
|
||||
}
|
||||
@@ -403,7 +403,7 @@ func (g *RogueGame) getDir() bool {
|
||||
g.LastDir = g.DirCh
|
||||
g.lastDelt = g.Delta
|
||||
}
|
||||
if g.Player.On(IsHuh) && g.rnd(5) == 0 {
|
||||
if g.Player.On(Confused) && g.rnd(5) == 0 {
|
||||
for {
|
||||
g.Delta.Y = g.rnd(3) - 1
|
||||
g.Delta.X = g.rnd(3) - 1
|
||||
@@ -451,7 +451,7 @@ func (g *RogueGame) rndThing() byte {
|
||||
// chooseStr picks the first or second string depending on whether the
|
||||
// player is tripping (misc.c choose_str).
|
||||
func (g *RogueGame) chooseStr(ts, ns string) string {
|
||||
if g.Player.On(IsHalu) {
|
||||
if g.Player.On(Hallucinating) {
|
||||
return ts
|
||||
}
|
||||
return ns
|
||||
|
||||
@@ -60,11 +60,11 @@ func (g *RogueGame) newMonster(tp *Monster, typ byte, cp Coord) {
|
||||
tp.Stats.Exp = mp.Stats.Exp + levAdd*10 + expAdd(tp)
|
||||
tp.Flags = mp.Flags
|
||||
if g.Depth > 29 {
|
||||
tp.Flags.Set(IsHaste)
|
||||
tp.Flags.Set(Hasted)
|
||||
}
|
||||
tp.Turn = true
|
||||
tp.Pack = nil
|
||||
if g.Player.IsWearing(RAggr) {
|
||||
if g.Player.IsWearing(RingAggravateMonsters) {
|
||||
g.runto(cp)
|
||||
}
|
||||
if typ == 'X' {
|
||||
@@ -101,9 +101,9 @@ func (g *RogueGame) wanderer() {
|
||||
}
|
||||
}
|
||||
g.newMonster(tp, g.randMonster(true), cp)
|
||||
if g.Player.On(SeeMonst) {
|
||||
if g.Player.On(SenseMonsters) {
|
||||
g.standout()
|
||||
if !g.Player.On(IsHalu) {
|
||||
if !g.Player.On(Hallucinating) {
|
||||
g.addch(tp.Type)
|
||||
} else {
|
||||
g.addch(byte(g.rnd(26) + 'A'))
|
||||
@@ -123,24 +123,24 @@ func (g *RogueGame) wakeMonster(y, x int) *Monster {
|
||||
}
|
||||
ch := tp.Type
|
||||
// Every time he sees a mean monster, it might start chasing him
|
||||
if !tp.On(IsRun) && g.rnd(3) != 0 && tp.On(IsMean) && !tp.On(IsHeld) &&
|
||||
!p.IsWearing(RStealth) && !p.On(IsLevit) {
|
||||
if !tp.On(Awake) && g.rnd(3) != 0 && tp.On(Mean) && !tp.On(Held) &&
|
||||
!p.IsWearing(RingStealth) && !p.On(Levitating) {
|
||||
tp.Dest = &p.Pos
|
||||
tp.Flags.Set(IsRun)
|
||||
tp.Flags.Set(Awake)
|
||||
}
|
||||
if ch == 'M' && !p.On(IsBlind) && !p.On(IsHalu) &&
|
||||
!tp.On(IsFound) && !tp.On(IsCanc) && tp.On(IsRun) {
|
||||
if ch == 'M' && !p.On(Blind) && !p.On(Hallucinating) &&
|
||||
!tp.On(Found) && !tp.On(Cancelled) && tp.On(Awake) {
|
||||
rp := p.Room
|
||||
if (rp != nil && !rp.Flags.Has(IsDark)) ||
|
||||
if (rp != nil && !rp.Flags.Has(Dark)) ||
|
||||
distance(y, x, p.Pos.Y, p.Pos.X) < LampDist {
|
||||
tp.Flags.Set(IsFound)
|
||||
tp.Flags.Set(Found)
|
||||
if !g.save(VsMagic) {
|
||||
if p.On(IsHuh) {
|
||||
if p.On(Confused) {
|
||||
g.Lengthen(DUnconfuse, g.spread(HuhDuration))
|
||||
} else {
|
||||
g.Fuse(DUnconfuse, 0, g.spread(HuhDuration), After)
|
||||
}
|
||||
p.Flags.Set(IsHuh)
|
||||
p.Flags.Set(Confused)
|
||||
mname := g.setMname(tp)
|
||||
g.addmsg("%s", mname)
|
||||
if mname != "it" {
|
||||
@@ -151,8 +151,8 @@ func (g *RogueGame) wakeMonster(y, x int) *Monster {
|
||||
}
|
||||
}
|
||||
// Let greedy ones guard gold
|
||||
if tp.On(IsGreed) && !tp.On(IsRun) {
|
||||
tp.Flags.Set(IsRun)
|
||||
if tp.On(Greedy) && !tp.On(Awake) {
|
||||
tp.Flags.Set(Awake)
|
||||
if p.Room.GoldVal != 0 {
|
||||
tp.Dest = &p.Room.Gold
|
||||
} else {
|
||||
@@ -182,10 +182,10 @@ func (g *RogueGame) saveThrow(which int, st *Stats) bool {
|
||||
func (g *RogueGame) save(which int) bool {
|
||||
p := &g.Player
|
||||
if which == VsMagic {
|
||||
if p.IsRing(Left, RProtect) {
|
||||
if p.IsRing(Left, RingProtection) {
|
||||
which -= p.CurRing[Left].Arm
|
||||
}
|
||||
if p.IsRing(Right, RProtect) {
|
||||
if p.IsRing(Right, RingProtection) {
|
||||
which -= p.CurRing[Right].Arm
|
||||
}
|
||||
}
|
||||
|
||||
54
game/move.go
54
game/move.go
@@ -21,7 +21,7 @@ func (g *RogueGame) doMove(dy, dx int) {
|
||||
}
|
||||
// Do a confused move (maybe)
|
||||
var nh Coord
|
||||
if p.On(IsHuh) && g.rnd(5) != 0 {
|
||||
if p.On(Confused) && g.rnd(5) != 0 {
|
||||
nh = g.rndmove(&p.Creature)
|
||||
if nh == p.Pos {
|
||||
g.After = false
|
||||
@@ -52,12 +52,12 @@ over:
|
||||
fl = *g.Level.FlagsAt(nh.Y, nh.X)
|
||||
ch = g.Level.VisibleChar(nh.Y, nh.X)
|
||||
if !fl.Has(FReal) && ch == Floor {
|
||||
if !p.On(IsLevit) {
|
||||
if !p.On(Levitating) {
|
||||
ch = Trap
|
||||
g.Level.SetChar(nh.Y, nh.X, Trap)
|
||||
g.Level.FlagsAt(nh.Y, nh.X).Set(FReal)
|
||||
}
|
||||
} else if p.On(IsHeld) && ch != 'F' {
|
||||
} else if p.On(Held) && ch != 'F' {
|
||||
g.msg("you are being held")
|
||||
return
|
||||
}
|
||||
@@ -67,8 +67,8 @@ over:
|
||||
}
|
||||
switch ch {
|
||||
case ' ', '|', '-':
|
||||
if g.Options.PassGo && g.Running && p.Room.Flags.Has(IsGone) &&
|
||||
!p.On(IsBlind) {
|
||||
if g.Options.PassGo && g.Running && p.Room.Flags.Has(Gone) &&
|
||||
!p.On(Blind) {
|
||||
var b1, b2 bool
|
||||
switch g.RunCh {
|
||||
case 'h', 'l':
|
||||
@@ -109,13 +109,13 @@ over:
|
||||
g.After = false
|
||||
case Door:
|
||||
g.Running = false
|
||||
if g.Level.FlagsAt(p.Pos.Y, p.Pos.X).Has(FPass) {
|
||||
if g.Level.FlagsAt(p.Pos.Y, p.Pos.X).Has(FPassage) {
|
||||
g.enterRoom(nh)
|
||||
}
|
||||
g.moveStuff(nh, fl)
|
||||
case Trap:
|
||||
tr := g.beTrapped(nh)
|
||||
if tr == TDoor || tr == TTelep {
|
||||
if tr == TrapDoor || tr == TrapTeleport {
|
||||
return
|
||||
}
|
||||
g.moveStuff(nh, fl)
|
||||
@@ -151,7 +151,7 @@ over:
|
||||
func (g *RogueGame) moveStuff(nh Coord, fl PlaceFlags) {
|
||||
p := &g.Player
|
||||
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorAt())
|
||||
if fl.Has(FPass) && 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)
|
||||
}
|
||||
p.Pos = nh
|
||||
@@ -161,7 +161,7 @@ func (g *RogueGame) moveStuff(nh Coord, fl PlaceFlags) {
|
||||
// (move.c turn_ok).
|
||||
func (g *RogueGame) turnOk(y, x int) bool {
|
||||
pp := g.Level.At(y, x)
|
||||
return pp.Ch == Door || pp.Flags&(FReal|FPass) == (FReal|FPass)
|
||||
return pp.Ch == Door || pp.Flags&(FReal|FPassage) == (FReal|FPassage)
|
||||
}
|
||||
|
||||
// turnref decides whether to refresh at a passage turning (move.c turnref).
|
||||
@@ -179,7 +179,7 @@ func (g *RogueGame) turnref() {
|
||||
// doorOpen is called to wake up things in a room that might move when the
|
||||
// hero enters (move.c door_open).
|
||||
func (g *RogueGame) doorOpen(rp *Room) {
|
||||
if rp.Flags.Has(IsGone) {
|
||||
if rp.Flags.Has(Gone) {
|
||||
return
|
||||
}
|
||||
for y := rp.Pos.Y; y < rp.Pos.Y+rp.Max.Y; y++ {
|
||||
@@ -194,24 +194,24 @@ func (g *RogueGame) doorOpen(rp *Room) {
|
||||
// beTrapped makes him pay for stepping on a trap (move.c be_trapped).
|
||||
func (g *RogueGame) beTrapped(tc Coord) int {
|
||||
p := &g.Player
|
||||
if p.On(IsLevit) {
|
||||
return TRust // anything that's not a door or teleport
|
||||
if p.On(Levitating) {
|
||||
return TrapRust // anything that's not a door or teleport
|
||||
}
|
||||
g.Running = false
|
||||
g.Count = 0
|
||||
pp := g.Level.At(tc.Y, tc.X)
|
||||
pp.Ch = Trap
|
||||
tr := int(pp.Flags & FTMask)
|
||||
tr := int(pp.Flags & FTrapMask)
|
||||
pp.Flags.Set(FSeen)
|
||||
switch tr {
|
||||
case TDoor:
|
||||
case TrapDoor:
|
||||
g.Depth++
|
||||
g.NewLevel()
|
||||
g.msg("you fell into a trap!")
|
||||
case TBear:
|
||||
case TrapBear:
|
||||
g.NoMove += g.spread(3) // BEARTIME
|
||||
g.msg("you are caught in a bear trap")
|
||||
case TMyst:
|
||||
case TrapMystery:
|
||||
switch g.rnd(11) {
|
||||
case 0:
|
||||
g.msg("you are suddenly in a parallel dimension")
|
||||
@@ -236,11 +236,11 @@ func (g *RogueGame) beTrapped(tc Coord) int {
|
||||
case 10:
|
||||
g.msg("you pack turns %s!", rainbow[g.rnd(len(rainbow))])
|
||||
}
|
||||
case TSleep:
|
||||
case TrapSleep:
|
||||
g.NoCommand += g.spread(5) // SLEEPTIME
|
||||
p.Flags.Clear(IsRun)
|
||||
p.Flags.Clear(Awake)
|
||||
g.msg("a strange white mist envelops you and you fall asleep")
|
||||
case TArrow:
|
||||
case TrapArrow:
|
||||
if g.swing(p.Stats.Lvl-1, p.Stats.Arm, 1) {
|
||||
p.Stats.HP -= g.roll(1, 6)
|
||||
if p.Stats.HP <= 0 {
|
||||
@@ -251,18 +251,18 @@ func (g *RogueGame) beTrapped(tc Coord) int {
|
||||
}
|
||||
} else {
|
||||
arrow := newObject()
|
||||
g.initWeapon(arrow, Arrow)
|
||||
g.initWeapon(arrow, WeaponArrow)
|
||||
arrow.Count = 1
|
||||
arrow.Pos = p.Pos
|
||||
g.fall(arrow, false)
|
||||
g.msg("an arrow shoots past you")
|
||||
}
|
||||
case TTelep:
|
||||
case TrapTeleport:
|
||||
// since the hero's leaving, look() won't put a TRAP down for us,
|
||||
// so we have to do it ourself
|
||||
g.teleport()
|
||||
g.mvaddch(tc.Y, tc.X, Trap)
|
||||
case TDart:
|
||||
case TrapDart:
|
||||
if !g.swing(p.Stats.Lvl+1, p.Stats.Arm, 1) {
|
||||
g.msg("a small dart whizzes by your ear and vanishes")
|
||||
} else {
|
||||
@@ -271,12 +271,12 @@ func (g *RogueGame) beTrapped(tc Coord) int {
|
||||
g.msg("a poisoned dart killed you")
|
||||
g.death('d')
|
||||
}
|
||||
if !p.IsWearing(RSustStr) && !g.save(VsPoison) {
|
||||
if !p.IsWearing(RingSustainStrength) && !g.save(VsPoison) {
|
||||
g.chgStr(-1)
|
||||
}
|
||||
g.msg("a small dart just hit you in the shoulder")
|
||||
}
|
||||
case TRust:
|
||||
case TrapRust:
|
||||
g.msg("a gush of water hits you on the head")
|
||||
g.rustArmor(p.CurArmor)
|
||||
}
|
||||
@@ -311,7 +311,7 @@ func (g *RogueGame) rndmove(who *Creature) Coord {
|
||||
break
|
||||
}
|
||||
}
|
||||
if found != nil && found.Which == SScare {
|
||||
if found != nil && found.Which == ScrollScareMonster {
|
||||
return who.Pos
|
||||
}
|
||||
}
|
||||
@@ -321,12 +321,12 @@ func (g *RogueGame) rndmove(who *Creature) Coord {
|
||||
// rustArmor rusts the given armor, if it is a legal kind to rust, and we
|
||||
// aren't wearing a magic ring (move.c rust_armor).
|
||||
func (g *RogueGame) rustArmor(arm *Object) {
|
||||
if arm == nil || arm.Type != Armor || arm.Which == Leather ||
|
||||
if arm == nil || arm.Type != Armor || arm.Which == ArmorLeather ||
|
||||
arm.Arm >= 9 {
|
||||
return
|
||||
}
|
||||
|
||||
if arm.Flags.Has(IsProt) || g.Player.IsWearing(RSustArm) {
|
||||
if arm.Flags.Has(Protected) || g.Player.IsWearing(RingMaintainArmor) {
|
||||
if !g.ToDeath {
|
||||
g.msg("the rust vanishes instantly")
|
||||
}
|
||||
|
||||
@@ -12,7 +12,7 @@ const (
|
||||
// NewLevel digs and draws a new level (new_level.c new_level).
|
||||
func (g *RogueGame) NewLevel() {
|
||||
p := &g.Player
|
||||
p.Flags.Clear(IsHeld) // 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 {
|
||||
g.MaxDepth = g.Depth
|
||||
}
|
||||
@@ -31,11 +31,11 @@ func (g *RogueGame) NewLevel() {
|
||||
g.putThings() // Place objects (if any)
|
||||
// Place the traps
|
||||
if g.rnd(10) < g.Depth {
|
||||
g.Level.NTraps = g.rnd(g.Depth/4) + 1
|
||||
if g.Level.NTraps > MaxTraps {
|
||||
g.Level.NTraps = MaxTraps
|
||||
g.Level.TrapCount = g.rnd(g.Depth/4) + 1
|
||||
if g.Level.TrapCount > MaxTraps {
|
||||
g.Level.TrapCount = MaxTraps
|
||||
}
|
||||
for i := g.Level.NTraps; i > 0; i-- {
|
||||
for i := g.Level.TrapCount; i > 0; i-- {
|
||||
// not only wouldn't it be NICE to have traps in mazes (not
|
||||
// that we care about being nice), since the trap number is
|
||||
// stored where the passage number is, we can't actually do it.
|
||||
@@ -48,7 +48,7 @@ func (g *RogueGame) NewLevel() {
|
||||
}
|
||||
sp := g.Level.FlagsAt(stairs.Y, stairs.X)
|
||||
sp.Clear(FReal)
|
||||
*sp |= PlaceFlags(g.rnd(NTraps))
|
||||
*sp |= PlaceFlags(g.rnd(NumTrapTypes))
|
||||
}
|
||||
}
|
||||
// Place the staircase down.
|
||||
@@ -65,10 +65,10 @@ func (g *RogueGame) NewLevel() {
|
||||
p.Pos = hero
|
||||
g.enterRoom(hero)
|
||||
g.mvaddch(hero.Y, hero.X, PlayerCh)
|
||||
if p.On(SeeMonst) {
|
||||
if p.On(SenseMonsters) {
|
||||
g.turnSee(false)
|
||||
}
|
||||
if p.On(IsHalu) {
|
||||
if p.On(Hallucinating) {
|
||||
g.visuals(0)
|
||||
}
|
||||
}
|
||||
@@ -77,7 +77,7 @@ func (g *RogueGame) NewLevel() {
|
||||
func (g *RogueGame) rndRoom() int {
|
||||
for {
|
||||
rm := g.rnd(MaxRooms)
|
||||
if !g.Level.Rooms[rm].Flags.Has(IsGone) {
|
||||
if !g.Level.Rooms[rm].Flags.Has(Gone) {
|
||||
return rm
|
||||
}
|
||||
}
|
||||
@@ -151,7 +151,7 @@ func (g *RogueGame) treasRoom() {
|
||||
if mp, ok := g.findFloorIn(rp, maxTries, true); ok {
|
||||
tp := &Monster{}
|
||||
g.newMonster(tp, g.randMonster(false), mp)
|
||||
tp.Flags.Set(IsMean) // no sloughers in THIS room
|
||||
tp.Flags.Set(Mean) // no sloughers in THIS room
|
||||
g.givePack(tp)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -86,10 +86,10 @@ func TestNewLevelInvariants(t *testing.T) {
|
||||
t.Errorf("seed %d: starting pack has %d items, want 5",
|
||||
seed, len(g.Player.Pack))
|
||||
}
|
||||
if g.Player.CurWeapon == nil || g.Player.CurWeapon.Which != Mace {
|
||||
if g.Player.CurWeapon == nil || g.Player.CurWeapon.Which != WeaponMace {
|
||||
t.Errorf("seed %d: not wielding the starting mace", seed)
|
||||
}
|
||||
if g.Player.CurArmor == nil || g.Player.CurArmor.Which != RingMail {
|
||||
if g.Player.CurArmor == nil || g.Player.CurArmor.Which != ArmorRingMail {
|
||||
t.Errorf("seed %d: not wearing the starting ring mail", seed)
|
||||
}
|
||||
}
|
||||
|
||||
14
game/pack.go
14
game/pack.go
@@ -15,10 +15,10 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
|
||||
}
|
||||
|
||||
// Check for and deal with scare monster scrolls
|
||||
if obj.Type == Scroll && obj.Which == SScare && obj.Flags.Has(ObjIsFound) {
|
||||
if obj.Type == Scroll && obj.Which == ScrollScareMonster && obj.Flags.Has(WasFound) {
|
||||
detachObj(&g.Level.Objects, obj)
|
||||
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorCh())
|
||||
if p.Room.Flags.Has(IsGone) {
|
||||
if p.Room.Flags.Has(Gone) {
|
||||
g.Level.SetChar(p.Pos.Y, p.Pos.X, Passage)
|
||||
} else {
|
||||
g.Level.SetChar(p.Pos.Y, p.Pos.X, Floor)
|
||||
@@ -101,7 +101,7 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
|
||||
}
|
||||
}
|
||||
|
||||
obj.Flags.Set(ObjIsFound)
|
||||
obj.Flags.Set(WasFound)
|
||||
|
||||
// If this was the object of something's desire, that monster will get
|
||||
// mad and run at the hero.
|
||||
@@ -146,7 +146,7 @@ func (g *RogueGame) packRoom(fromFloor bool, obj *Object) bool {
|
||||
if fromFloor {
|
||||
detachObj(&g.Level.Objects, obj)
|
||||
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorCh())
|
||||
if p.Room.Flags.Has(IsGone) {
|
||||
if p.Room.Flags.Has(Gone) {
|
||||
g.Level.SetChar(p.Pos.Y, p.Pos.X, Passage)
|
||||
} else {
|
||||
g.Level.SetChar(p.Pos.Y, p.Pos.X, Floor)
|
||||
@@ -234,7 +234,7 @@ func (g *RogueGame) inventory(list []*Object, typ int) bool {
|
||||
// pickUp adds something to the character's pack (pack.c pick_up).
|
||||
func (g *RogueGame) pickUp(ch byte) {
|
||||
p := &g.Player
|
||||
if p.On(IsLevit) {
|
||||
if p.On(Levitating) {
|
||||
return
|
||||
}
|
||||
|
||||
@@ -348,7 +348,7 @@ func (g *RogueGame) money(value int) {
|
||||
p := &g.Player
|
||||
p.Purse += value
|
||||
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorCh())
|
||||
if p.Room.Flags.Has(IsGone) {
|
||||
if p.Room.Flags.Has(Gone) {
|
||||
g.Level.SetChar(p.Pos.Y, p.Pos.X, Passage)
|
||||
} else {
|
||||
g.Level.SetChar(p.Pos.Y, p.Pos.X, Floor)
|
||||
@@ -364,7 +364,7 @@ func (g *RogueGame) money(value int) {
|
||||
// floorCh returns the appropriate floor character for her room
|
||||
// (pack.c floor_ch).
|
||||
func (g *RogueGame) floorCh() byte {
|
||||
if g.Player.Room.Flags.Has(IsGone) {
|
||||
if g.Player.Room.Flags.Has(Gone) {
|
||||
return Passage
|
||||
}
|
||||
if g.showFloor() {
|
||||
|
||||
@@ -110,24 +110,24 @@ func (g *RogueGame) conn(r1, r2 int) {
|
||||
var del, turnDelta, spos, epos Coord
|
||||
var distance, turnDistance int
|
||||
if direc == 'd' {
|
||||
rmt := rm + 3 // room # of dest
|
||||
rpt = &g.Level.Rooms[rmt] // room pointer of dest
|
||||
del = Coord{X: 0, Y: 1} // direction of move
|
||||
spos = rpf.Pos // start of move
|
||||
epos = rpt.Pos // end of move
|
||||
if !rpf.Flags.Has(IsGone) { // if not gone pick door pos
|
||||
rmt := rm + 3 // room # of dest
|
||||
rpt = &g.Level.Rooms[rmt] // room pointer of dest
|
||||
del = Coord{X: 0, Y: 1} // direction of move
|
||||
spos = rpf.Pos // start of move
|
||||
epos = rpt.Pos // end of move
|
||||
if !rpf.Flags.Has(Gone) { // if not gone pick door pos
|
||||
for {
|
||||
spos.X = rpf.Pos.X + g.rnd(rpf.Max.X-2) + 1
|
||||
spos.Y = rpf.Pos.Y + rpf.Max.Y - 1
|
||||
if !(rpf.Flags.Has(IsMaze) && !g.Level.FlagsAt(spos.Y, spos.X).Has(FPass)) {
|
||||
if !(rpf.Flags.Has(Maze) && !g.Level.FlagsAt(spos.Y, spos.X).Has(FPassage)) {
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
if !rpt.Flags.Has(IsGone) {
|
||||
if !rpt.Flags.Has(Gone) {
|
||||
for {
|
||||
epos.X = rpt.Pos.X + g.rnd(rpt.Max.X-2) + 1
|
||||
if !(rpt.Flags.Has(IsMaze) && !g.Level.FlagsAt(epos.Y, epos.X).Has(FPass)) {
|
||||
if !(rpt.Flags.Has(Maze) && !g.Level.FlagsAt(epos.Y, epos.X).Has(FPassage)) {
|
||||
break
|
||||
}
|
||||
}
|
||||
@@ -146,19 +146,19 @@ func (g *RogueGame) conn(r1, r2 int) {
|
||||
del = Coord{X: 1, Y: 0}
|
||||
spos = rpf.Pos
|
||||
epos = rpt.Pos
|
||||
if !rpf.Flags.Has(IsGone) {
|
||||
if !rpf.Flags.Has(Gone) {
|
||||
for {
|
||||
spos.X = rpf.Pos.X + rpf.Max.X - 1
|
||||
spos.Y = rpf.Pos.Y + g.rnd(rpf.Max.Y-2) + 1
|
||||
if !(rpf.Flags.Has(IsMaze) && !g.Level.FlagsAt(spos.Y, spos.X).Has(FPass)) {
|
||||
if !(rpf.Flags.Has(Maze) && !g.Level.FlagsAt(spos.Y, spos.X).Has(FPassage)) {
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
if !rpt.Flags.Has(IsGone) {
|
||||
if !rpt.Flags.Has(Gone) {
|
||||
for {
|
||||
epos.Y = rpt.Pos.Y + g.rnd(rpt.Max.Y-2) + 1
|
||||
if !(rpt.Flags.Has(IsMaze) && !g.Level.FlagsAt(epos.Y, epos.X).Has(FPass)) {
|
||||
if !(rpt.Flags.Has(Maze) && !g.Level.FlagsAt(epos.Y, epos.X).Has(FPassage)) {
|
||||
break
|
||||
}
|
||||
}
|
||||
@@ -177,12 +177,12 @@ func (g *RogueGame) conn(r1, r2 int) {
|
||||
|
||||
// Draw in the doors on either side of the passage or just put #'s if
|
||||
// the rooms are gone.
|
||||
if !rpf.Flags.Has(IsGone) {
|
||||
if !rpf.Flags.Has(Gone) {
|
||||
g.door(rpf, spos)
|
||||
} else {
|
||||
g.putpass(spos)
|
||||
}
|
||||
if !rpt.Flags.Has(IsGone) {
|
||||
if !rpt.Flags.Has(Gone) {
|
||||
g.door(rpt, epos)
|
||||
} else {
|
||||
g.putpass(epos)
|
||||
@@ -216,7 +216,7 @@ func (g *RogueGame) conn(r1, r2 int) {
|
||||
// putpass).
|
||||
func (g *RogueGame) putpass(cp Coord) {
|
||||
pp := g.Level.At(cp.Y, cp.X)
|
||||
pp.Flags.Set(FPass)
|
||||
pp.Flags.Set(FPassage)
|
||||
if g.rnd(10)+1 < g.Depth && g.rnd(40) == 0 {
|
||||
pp.Flags.Clear(FReal)
|
||||
} else {
|
||||
@@ -229,7 +229,7 @@ func (g *RogueGame) putpass(cp Coord) {
|
||||
func (g *RogueGame) door(rm *Room, cp Coord) {
|
||||
rm.Exits = append(rm.Exits, cp)
|
||||
|
||||
if rm.Flags.Has(IsMaze) {
|
||||
if rm.Flags.Has(Maze) {
|
||||
return
|
||||
}
|
||||
|
||||
@@ -252,10 +252,10 @@ func (g *RogueGame) addPass() {
|
||||
for y := 1; y < NumLines-1; y++ {
|
||||
for x := 0; x < NumCols; x++ {
|
||||
pp := g.Level.At(y, x)
|
||||
if pp.Flags.Has(FPass) || pp.Ch == Door ||
|
||||
if pp.Flags.Has(FPassage) || pp.Ch == Door ||
|
||||
(!pp.Flags.Has(FReal) && (pp.Ch == '|' || pp.Ch == '-')) {
|
||||
ch := pp.Ch
|
||||
if pp.Flags.Has(FPass) {
|
||||
if pp.Flags.Has(FPassage) {
|
||||
ch = Passage
|
||||
}
|
||||
pp.Flags.Set(FSeen)
|
||||
@@ -266,7 +266,7 @@ func (g *RogueGame) addPass() {
|
||||
g.addch(ch)
|
||||
} else {
|
||||
g.standout()
|
||||
if pp.Flags.Has(FPass) {
|
||||
if pp.Flags.Has(FPassage) {
|
||||
g.addch(Passage)
|
||||
} else {
|
||||
g.addch(Door)
|
||||
@@ -301,7 +301,7 @@ func (g *RogueGame) numpass(y, x int) {
|
||||
return
|
||||
}
|
||||
fp := g.Level.FlagsAt(y, x)
|
||||
if fp.Has(FPNum) {
|
||||
if fp.Has(FPassNum) {
|
||||
return
|
||||
}
|
||||
if g.newpnum {
|
||||
@@ -314,7 +314,7 @@ func (g *RogueGame) numpass(y, x int) {
|
||||
(!fp.Has(FReal) && (ch == '|' || ch == '-')) {
|
||||
rp := &g.Level.Passages[g.pnum]
|
||||
rp.Exits = append(rp.Exits, Coord{Y: y, X: x})
|
||||
} else if !fp.Has(FPass) {
|
||||
} else if !fp.Has(FPassage) {
|
||||
return
|
||||
}
|
||||
*fp |= PlaceFlags(g.pnum)
|
||||
|
||||
102
game/potions.go
102
game/potions.go
@@ -15,18 +15,18 @@ type pact struct {
|
||||
|
||||
// pActions is potions.c p_actions[]. The P_SEEINVIS message is dynamic
|
||||
// (it names the fruit) and is computed in doPot.
|
||||
var pActions = [MaxPotions]pact{
|
||||
PConfuse: {IsHuh, DUnconfuse, HuhDuration,
|
||||
var pActions = [NumPotionTypes]pact{
|
||||
PotionConfusion: {Confused, DUnconfuse, HuhDuration,
|
||||
"what a tripy feeling!",
|
||||
"wait, what's going on here. Huh? What? Who?"},
|
||||
PLSD: {IsHalu, DComeDown, SeeDuration,
|
||||
PotionLSD: {Hallucinating, DComeDown, SeeDuration,
|
||||
"Oh, wow! Everything seems so cosmic!",
|
||||
"Oh, wow! Everything seems so cosmic!"},
|
||||
PSeeInvis: {CanSee, DUnsee, SeeDuration, "", ""},
|
||||
PBlind: {IsBlind, DSight, SeeDuration,
|
||||
PotionSeeInvisible: {CanSeeInvisible, DUnsee, SeeDuration, "", ""},
|
||||
PotionBlindness: {Blind, DSight, SeeDuration,
|
||||
"oh, bummer! Everything is dark! Help!",
|
||||
"a cloak of darkness falls around you"},
|
||||
PLevit: {IsLevit, DLand, HealTime,
|
||||
PotionLevitation: {Levitating, DLand, HealTime,
|
||||
"oh, wow! You're floating in the air!",
|
||||
"you start to float in the air"},
|
||||
}
|
||||
@@ -52,40 +52,40 @@ func (g *RogueGame) quaff() {
|
||||
}
|
||||
|
||||
// Calculate the effect it has on the poor guy.
|
||||
trip := p.On(IsHalu)
|
||||
trip := p.On(Hallucinating)
|
||||
g.leavePack(obj, false, false)
|
||||
switch obj.Which {
|
||||
case PConfuse:
|
||||
g.doPot(PConfuse, !trip)
|
||||
case PPoison:
|
||||
g.Items.Potions[PPoison].Know = true
|
||||
if p.IsWearing(RSustStr) {
|
||||
case PotionConfusion:
|
||||
g.doPot(PotionConfusion, !trip)
|
||||
case PotionPoison:
|
||||
g.Items.Potions[PotionPoison].Know = true
|
||||
if p.IsWearing(RingSustainStrength) {
|
||||
g.msg("you feel momentarily sick")
|
||||
} else {
|
||||
g.chgStr(-(g.rnd(3) + 1))
|
||||
g.msg("you feel very sick now")
|
||||
g.comeDown(0)
|
||||
}
|
||||
case PHealing:
|
||||
g.Items.Potions[PHealing].Know = true
|
||||
case PotionHealing:
|
||||
g.Items.Potions[PotionHealing].Know = true
|
||||
if p.Stats.HP += g.roll(p.Stats.Lvl, 4); p.Stats.HP > p.Stats.MaxHP {
|
||||
p.Stats.MaxHP++
|
||||
p.Stats.HP = p.Stats.MaxHP
|
||||
}
|
||||
g.sight(0)
|
||||
g.msg("you begin to feel better")
|
||||
case PStrength:
|
||||
g.Items.Potions[PStrength].Know = true
|
||||
case PotionGainStrength:
|
||||
g.Items.Potions[PotionGainStrength].Know = true
|
||||
g.chgStr(1)
|
||||
g.msg("you feel stronger, now. What bulging muscles!")
|
||||
case PMFind:
|
||||
p.Flags.Set(SeeMonst)
|
||||
case PotionDetectMonsters:
|
||||
p.Flags.Set(SenseMonsters)
|
||||
g.Fuse(DTurnSee, 1, HuhDuration, After)
|
||||
if !g.turnSee(false) {
|
||||
g.msg("you have a %s feeling for a moment, then it passes",
|
||||
g.chooseStr("normal", "strange"))
|
||||
}
|
||||
case PTFind:
|
||||
case PotionDetectMagic:
|
||||
// Potion of magic detection. Show the potions and scrolls
|
||||
show := false
|
||||
if len(g.Level.Objects) > 0 {
|
||||
@@ -94,7 +94,7 @@ func (g *RogueGame) quaff() {
|
||||
if tp.isMagic() {
|
||||
show = true
|
||||
g.scr.Hw.MvAddCh(tp.Pos.Y, tp.Pos.X, Magic)
|
||||
g.Items.Potions[PTFind].Know = true
|
||||
g.Items.Potions[PotionDetectMagic].Know = true
|
||||
}
|
||||
}
|
||||
for _, mp := range g.Level.Monsters {
|
||||
@@ -107,34 +107,34 @@ func (g *RogueGame) quaff() {
|
||||
}
|
||||
}
|
||||
if show {
|
||||
g.Items.Potions[PTFind].Know = true
|
||||
g.Items.Potions[PotionDetectMagic].Know = true
|
||||
g.showWin("You sense the presence of magic on this level.--More--")
|
||||
} else {
|
||||
g.msg("you have a %s feeling for a moment, then it passes",
|
||||
g.chooseStr("normal", "strange"))
|
||||
}
|
||||
case PLSD:
|
||||
case PotionLSD:
|
||||
if !trip {
|
||||
if p.On(SeeMonst) {
|
||||
if p.On(SenseMonsters) {
|
||||
g.turnSee(false)
|
||||
}
|
||||
g.StartDaemon(DVisuals, 0, Before)
|
||||
g.SeenStairs = g.seenStairs()
|
||||
}
|
||||
g.doPot(PLSD, true)
|
||||
case PSeeInvis:
|
||||
show := p.On(CanSee)
|
||||
g.doPot(PSeeInvis, false)
|
||||
g.doPot(PotionLSD, true)
|
||||
case PotionSeeInvisible:
|
||||
show := p.On(CanSeeInvisible)
|
||||
g.doPot(PotionSeeInvisible, false)
|
||||
if !show {
|
||||
g.invisOn()
|
||||
}
|
||||
g.sight(0)
|
||||
case PRaise:
|
||||
g.Items.Potions[PRaise].Know = true
|
||||
case PotionRaiseLevel:
|
||||
g.Items.Potions[PotionRaiseLevel].Know = true
|
||||
g.msg("you suddenly feel much more skillful")
|
||||
g.raiseLevel()
|
||||
case PXHeal:
|
||||
g.Items.Potions[PXHeal].Know = true
|
||||
case PotionExtraHealing:
|
||||
g.Items.Potions[PotionExtraHealing].Know = true
|
||||
if p.Stats.HP += g.roll(p.Stats.Lvl, 8); p.Stats.HP > p.Stats.MaxHP {
|
||||
if p.Stats.HP > p.Stats.MaxHP+p.Stats.Lvl+1 {
|
||||
p.Stats.MaxHP++
|
||||
@@ -145,33 +145,33 @@ func (g *RogueGame) quaff() {
|
||||
g.sight(0)
|
||||
g.comeDown(0)
|
||||
g.msg("you begin to feel much better")
|
||||
case PHaste:
|
||||
g.Items.Potions[PHaste].Know = true
|
||||
case PotionHaste:
|
||||
g.Items.Potions[PotionHaste].Know = true
|
||||
g.After = false
|
||||
if g.addHaste(true) {
|
||||
g.msg("you feel yourself moving much faster")
|
||||
}
|
||||
case PRestore:
|
||||
if p.IsRing(Left, RAddStr) {
|
||||
case PotionRestoreStrength:
|
||||
if p.IsRing(Left, RingAddStrength) {
|
||||
addStr(&p.Stats.Str, -p.CurRing[Left].Arm)
|
||||
}
|
||||
if p.IsRing(Right, RAddStr) {
|
||||
if p.IsRing(Right, RingAddStrength) {
|
||||
addStr(&p.Stats.Str, -p.CurRing[Right].Arm)
|
||||
}
|
||||
if p.Stats.Str < p.MaxStats.Str {
|
||||
p.Stats.Str = p.MaxStats.Str
|
||||
}
|
||||
if p.IsRing(Left, RAddStr) {
|
||||
if p.IsRing(Left, RingAddStrength) {
|
||||
addStr(&p.Stats.Str, p.CurRing[Left].Arm)
|
||||
}
|
||||
if p.IsRing(Right, RAddStr) {
|
||||
if p.IsRing(Right, RingAddStrength) {
|
||||
addStr(&p.Stats.Str, p.CurRing[Right].Arm)
|
||||
}
|
||||
g.msg("hey, this tastes great. It make you feel warm all over")
|
||||
case PBlind:
|
||||
g.doPot(PBlind, true)
|
||||
case PLevit:
|
||||
g.doPot(PLevit, true)
|
||||
case PotionBlindness:
|
||||
g.doPot(PotionBlindness, true)
|
||||
case PotionLevitation:
|
||||
g.doPot(PotionLevitation, true)
|
||||
}
|
||||
g.status()
|
||||
// Throw the item away
|
||||
@@ -201,7 +201,7 @@ func (g *RogueGame) doPot(typ int, knowit bool) {
|
||||
g.Lengthen(pp.daemon, t)
|
||||
}
|
||||
high, straight := pp.high, pp.straight
|
||||
if typ == PSeeInvis {
|
||||
if typ == PotionSeeInvisible {
|
||||
s := fmt.Sprintf("this potion tastes like %s juice", g.Fruit)
|
||||
high, straight = s, s
|
||||
}
|
||||
@@ -212,7 +212,7 @@ func (g *RogueGame) doPot(typ int, knowit bool) {
|
||||
func (o *Object) isMagic() bool {
|
||||
switch o.Type {
|
||||
case Armor:
|
||||
return o.Flags.Has(IsProt) || o.Arm != aClass[o.Which]
|
||||
return o.Flags.Has(Protected) || o.Arm != aClass[o.Which]
|
||||
case Weapon:
|
||||
return o.HPlus != 0 || o.DPlus != 0
|
||||
case Potion, Scroll, Stick, Ring, Amulet:
|
||||
@@ -224,9 +224,9 @@ func (o *Object) isMagic() bool {
|
||||
// invisOn turns on the ability to see invisible monsters (potions.c
|
||||
// invis_on).
|
||||
func (g *RogueGame) invisOn() {
|
||||
g.Player.Flags.Set(CanSee)
|
||||
g.Player.Flags.Set(CanSeeInvisible)
|
||||
for _, mp := range g.Level.Monsters {
|
||||
if mp.On(IsInvis) && g.seeMonst(mp) && !g.Player.On(IsHalu) {
|
||||
if mp.On(Invisible) && g.seeMonst(mp) && !g.Player.On(Hallucinating) {
|
||||
g.mvaddch(mp.Pos.Y, mp.Pos.X, mp.Disguise)
|
||||
}
|
||||
}
|
||||
@@ -247,7 +247,7 @@ func (g *RogueGame) turnSee(turnOff bool) bool {
|
||||
if !canSee {
|
||||
g.standout()
|
||||
}
|
||||
if !g.Player.On(IsHalu) {
|
||||
if !g.Player.On(Hallucinating) {
|
||||
g.addch(mp.Type)
|
||||
} else {
|
||||
g.addch(byte(g.rnd(26) + 'A'))
|
||||
@@ -259,9 +259,9 @@ func (g *RogueGame) turnSee(turnOff bool) bool {
|
||||
}
|
||||
}
|
||||
if turnOff {
|
||||
g.Player.Flags.Clear(SeeMonst)
|
||||
g.Player.Flags.Clear(SenseMonsters)
|
||||
} else {
|
||||
g.Player.Flags.Set(SeeMonst)
|
||||
g.Player.Flags.Set(SenseMonsters)
|
||||
}
|
||||
return addNew
|
||||
}
|
||||
@@ -279,10 +279,10 @@ func (g *RogueGame) seenStairs() bool {
|
||||
}
|
||||
// if a monster is on the stairs, this gets hairy
|
||||
if tp := g.Level.MonsterAt(st.Y, st.X); tp != nil {
|
||||
if g.seeMonst(tp) && tp.On(IsRun) { // visible and awake:
|
||||
if g.seeMonst(tp) && tp.On(Awake) { // visible and awake:
|
||||
return true // it must have moved there
|
||||
}
|
||||
if g.Player.On(SeeMonst) && tp.OldCh == Stairs {
|
||||
if g.Player.On(SenseMonsters) && tp.OldCh == Stairs {
|
||||
return true
|
||||
}
|
||||
}
|
||||
|
||||
@@ -48,11 +48,11 @@ func (g *RogueGame) ringOn() {
|
||||
|
||||
// Calculate the effect it has on the poor guy.
|
||||
switch obj.Which {
|
||||
case RAddStr:
|
||||
case RingAddStrength:
|
||||
g.chgStr(obj.Arm)
|
||||
case RSeeInvis:
|
||||
case RingSeeInvisible:
|
||||
g.invisOn()
|
||||
case RAggr:
|
||||
case RingAggravateMonsters:
|
||||
g.aggravate()
|
||||
}
|
||||
|
||||
@@ -123,7 +123,7 @@ func (g *RogueGame) gethand() int {
|
||||
|
||||
// ringUses is the rings.c ring_eat static uses[] table: how much food each
|
||||
// ring type uses up per turn (negative = a 1-in-n chance of 1).
|
||||
var ringUses = [MaxRings]int{
|
||||
var ringUses = [NumRingTypes]int{
|
||||
1, // R_PROTECT
|
||||
1, // R_ADDSTR
|
||||
1, // R_SUSTSTR
|
||||
@@ -155,7 +155,7 @@ func (g *RogueGame) ringEat(hand int) int {
|
||||
eat = 0
|
||||
}
|
||||
}
|
||||
if ring.Which == RDigest {
|
||||
if ring.Which == RingSlowDigestion {
|
||||
eat = -eat
|
||||
}
|
||||
return eat
|
||||
@@ -163,11 +163,11 @@ func (g *RogueGame) ringEat(hand int) int {
|
||||
|
||||
// ringNum prints ring bonuses (rings.c ring_num).
|
||||
func ringNum(g *RogueGame, obj *Object) string {
|
||||
if !obj.Flags.Has(IsKnow) {
|
||||
if !obj.Flags.Has(Known) {
|
||||
return ""
|
||||
}
|
||||
switch obj.Which {
|
||||
case RProtect, RAddStr, RAddDam, RAddHit:
|
||||
case RingProtection, RingAddStrength, RingIncreaseDamage, RingDexterity:
|
||||
return fmt.Sprintf(" [%s]", num(obj.Arm, 0, Ring))
|
||||
}
|
||||
return ""
|
||||
|
||||
16
game/rip.go
16
game/rip.go
@@ -121,12 +121,12 @@ func (g *RogueGame) totalWinner() {
|
||||
case Weapon:
|
||||
worth = it.Weapons[obj.Which].Worth
|
||||
worth *= 3*(obj.HPlus+obj.DPlus) + obj.Count
|
||||
obj.Flags.Set(IsKnow)
|
||||
obj.Flags.Set(Known)
|
||||
case Armor:
|
||||
worth = it.Armors[obj.Which].Worth
|
||||
worth += (9 - obj.Arm) * 100
|
||||
worth += 10 * (aClass[obj.Which] - obj.Arm)
|
||||
obj.Flags.Set(IsKnow)
|
||||
obj.Flags.Set(Known)
|
||||
case Scroll:
|
||||
op := &it.Scrolls[obj.Which]
|
||||
worth = op.Worth * obj.Count
|
||||
@@ -144,27 +144,27 @@ func (g *RogueGame) totalWinner() {
|
||||
case Ring:
|
||||
op := &it.Rings[obj.Which]
|
||||
worth = op.Worth
|
||||
if obj.Which == RAddStr || obj.Which == RAddDam ||
|
||||
obj.Which == RProtect || obj.Which == RAddHit {
|
||||
if obj.Which == RingAddStrength || obj.Which == RingIncreaseDamage ||
|
||||
obj.Which == RingProtection || obj.Which == RingDexterity {
|
||||
if obj.Arm > 0 {
|
||||
worth += obj.Arm * 100
|
||||
} else {
|
||||
worth = 10
|
||||
}
|
||||
}
|
||||
if !obj.Flags.Has(IsKnow) {
|
||||
if !obj.Flags.Has(Known) {
|
||||
worth /= 2
|
||||
}
|
||||
obj.Flags.Set(IsKnow)
|
||||
obj.Flags.Set(Known)
|
||||
op.Know = true
|
||||
case Stick:
|
||||
op := &it.Sticks[obj.Which]
|
||||
worth = op.Worth
|
||||
worth += 20 * obj.Charges()
|
||||
if !obj.Flags.Has(IsKnow) {
|
||||
if !obj.Flags.Has(Known) {
|
||||
worth /= 2
|
||||
}
|
||||
obj.Flags.Set(IsKnow)
|
||||
obj.Flags.Set(Known)
|
||||
op.Know = true
|
||||
case Amulet:
|
||||
worth = 1000
|
||||
|
||||
@@ -33,14 +33,14 @@ func (g *RogueGame) doRooms() {
|
||||
// Put the gone rooms, if any, on the level
|
||||
leftOut := g.rnd(4)
|
||||
for i := 0; i < leftOut; i++ {
|
||||
g.Level.Rooms[g.rndRoom()].Flags.Set(IsGone)
|
||||
g.Level.Rooms[g.rndRoom()].Flags.Set(Gone)
|
||||
}
|
||||
// dig and populate all the rooms on the level
|
||||
for i := range g.Level.Rooms {
|
||||
rp := &g.Level.Rooms[i]
|
||||
// Find upper left corner of box that this room goes in
|
||||
top := Coord{X: (i%3)*bsze.X + 1, Y: (i / 3) * bsze.Y}
|
||||
if rp.Flags.Has(IsGone) {
|
||||
if rp.Flags.Has(Gone) {
|
||||
// Place a gone room. Make certain that there is a blank line
|
||||
// for passage drawing.
|
||||
for {
|
||||
@@ -56,13 +56,13 @@ func (g *RogueGame) doRooms() {
|
||||
}
|
||||
// set room type
|
||||
if g.rnd(10) < g.Depth-1 {
|
||||
rp.Flags.Set(IsDark) // dark room
|
||||
rp.Flags.Set(Dark) // dark room
|
||||
if g.rnd(15) == 0 {
|
||||
rp.Flags = IsMaze // maze room
|
||||
rp.Flags = Maze // maze room
|
||||
}
|
||||
}
|
||||
// Find a place and size for a random room
|
||||
if rp.Flags.Has(IsMaze) {
|
||||
if rp.Flags.Has(Maze) {
|
||||
rp.Max.X = bsze.X - 1
|
||||
rp.Max.Y = bsze.Y - 1
|
||||
if rp.Pos.X = top.X; rp.Pos.X == 1 {
|
||||
@@ -92,7 +92,7 @@ func (g *RogueGame) doRooms() {
|
||||
rp.Gold, _ = g.findFloorIn(rp, 0, false)
|
||||
gold.Pos = rp.Gold
|
||||
g.Level.SetChar(rp.Gold.Y, rp.Gold.X, Gold)
|
||||
gold.Flags = IsMany
|
||||
gold.Flags = Stackable
|
||||
gold.Group = goldGrp
|
||||
gold.Type = Gold
|
||||
attachObj(&g.Level.Objects, gold)
|
||||
@@ -114,7 +114,7 @@ func (g *RogueGame) doRooms() {
|
||||
// drawRoom draws a box around a room and lays down the floor for normal
|
||||
// rooms; for maze rooms, draws the maze (rooms.c draw_room).
|
||||
func (g *RogueGame) drawRoom(rp *Room) {
|
||||
if rp.Flags.Has(IsMaze) {
|
||||
if rp.Flags.Has(Maze) {
|
||||
g.doMaze(rp)
|
||||
return
|
||||
}
|
||||
@@ -180,7 +180,7 @@ func (g *RogueGame) dig(y, x int) {
|
||||
if newy < 0 || newy > m.maxy || newx < 0 || newx > m.maxx {
|
||||
continue
|
||||
}
|
||||
if g.Level.FlagsAt(newy+m.starty, newx+m.startx).Has(FPass) {
|
||||
if g.Level.FlagsAt(newy+m.starty, newx+m.startx).Has(FPassage) {
|
||||
continue
|
||||
}
|
||||
if cnt++; g.rnd(cnt) == 0 {
|
||||
@@ -257,7 +257,7 @@ func (g *RogueGame) findFloorImpl(rp *Room, limit int, monst, pickroom bool) (Co
|
||||
var compchar byte
|
||||
if !pickroom {
|
||||
compchar = Floor
|
||||
if rp.Flags.Has(IsMaze) {
|
||||
if rp.Flags.Has(Maze) {
|
||||
compchar = Passage
|
||||
}
|
||||
}
|
||||
@@ -271,7 +271,7 @@ func (g *RogueGame) findFloorImpl(rp *Room, limit int, monst, pickroom bool) (Co
|
||||
if pickroom {
|
||||
rp = &g.Level.Rooms[g.rndRoom()]
|
||||
compchar = Floor
|
||||
if rp.Flags.Has(IsMaze) {
|
||||
if rp.Flags.Has(Maze) {
|
||||
compchar = Passage
|
||||
}
|
||||
}
|
||||
@@ -294,7 +294,7 @@ func (g *RogueGame) enterRoom(cp Coord) {
|
||||
rp := g.roomin(cp)
|
||||
p.Room = rp
|
||||
g.doorOpen(rp)
|
||||
if !rp.Flags.Has(IsDark) && !p.On(IsBlind) {
|
||||
if !rp.Flags.Has(Dark) && !p.On(Blind) {
|
||||
for y := rp.Pos.Y; y < rp.Max.Y+rp.Pos.Y; y++ {
|
||||
g.move(y, rp.Pos.X)
|
||||
for x := rp.Pos.X; x < rp.Max.X+rp.Pos.X; x++ {
|
||||
@@ -309,7 +309,7 @@ func (g *RogueGame) enterRoom(cp Coord) {
|
||||
} else {
|
||||
tp.OldCh = ch
|
||||
if !g.seeMonst(tp) {
|
||||
if p.On(SeeMonst) {
|
||||
if p.On(SenseMonsters) {
|
||||
g.standout()
|
||||
g.addch(tp.Disguise)
|
||||
g.standend()
|
||||
@@ -330,21 +330,21 @@ func (g *RogueGame) leaveRoom(cp Coord) {
|
||||
p := &g.Player
|
||||
rp := p.Room
|
||||
|
||||
if rp.Flags.Has(IsMaze) {
|
||||
if rp.Flags.Has(Maze) {
|
||||
return
|
||||
}
|
||||
|
||||
var floor byte
|
||||
switch {
|
||||
case rp.Flags.Has(IsGone):
|
||||
case rp.Flags.Has(Gone):
|
||||
floor = Passage
|
||||
case !rp.Flags.Has(IsDark) || p.On(IsBlind):
|
||||
case !rp.Flags.Has(Dark) || p.On(Blind):
|
||||
floor = Floor
|
||||
default:
|
||||
floor = ' '
|
||||
}
|
||||
|
||||
p.Room = &g.Level.Passages[*g.Level.FlagsAt(cp.Y, cp.X)&FPNum]
|
||||
p.Room = &g.Level.Passages[*g.Level.FlagsAt(cp.Y, cp.X)&FPassNum]
|
||||
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++ {
|
||||
g.move(y, x)
|
||||
@@ -357,7 +357,7 @@ func (g *RogueGame) leaveRoom(cp Coord) {
|
||||
// to check for monster, we have to strip out the standout
|
||||
// bit (our Window returns the bare character already)
|
||||
if isUpper(ch) {
|
||||
if p.On(SeeMonst) {
|
||||
if p.On(SenseMonsters) {
|
||||
g.standout()
|
||||
g.addch(ch)
|
||||
g.standend()
|
||||
|
||||
20
game/save.go
20
game/save.go
@@ -74,14 +74,14 @@ type SaveState struct {
|
||||
HasAmulet bool
|
||||
SeenStairs bool
|
||||
|
||||
Places []savedPlace
|
||||
Rooms [MaxRooms]Room
|
||||
Passages [MaxPass]Room
|
||||
Objects []Object
|
||||
Monsters []savedCreature
|
||||
Dests []destRef // parallel to Monsters
|
||||
Stairs Coord
|
||||
NTraps int
|
||||
Places []savedPlace
|
||||
Rooms [MaxRooms]Room
|
||||
Passages [MaxPass]Room
|
||||
Objects []Object
|
||||
Monsters []savedCreature
|
||||
Dests []destRef // parallel to Monsters
|
||||
Stairs Coord
|
||||
TrapCount int
|
||||
|
||||
After bool
|
||||
Again bool
|
||||
@@ -179,7 +179,7 @@ func (g *RogueGame) snapshot() *SaveState {
|
||||
Rooms: g.Level.Rooms,
|
||||
Passages: g.Level.Passages,
|
||||
Stairs: g.Level.Stairs,
|
||||
NTraps: g.Level.NTraps,
|
||||
TrapCount: g.Level.TrapCount,
|
||||
After: g.After,
|
||||
Again: g.Again,
|
||||
NoScoreF: g.NoScore,
|
||||
@@ -308,7 +308,7 @@ func (g *RogueGame) applySnapshot(st *SaveState) {
|
||||
g.Level.Rooms = st.Rooms
|
||||
g.Level.Passages = st.Passages
|
||||
g.Level.Stairs = st.Stairs
|
||||
g.Level.NTraps = st.NTraps
|
||||
g.Level.TrapCount = st.TrapCount
|
||||
g.After = st.After
|
||||
g.Again = st.Again
|
||||
g.NoScore = st.NoScoreF
|
||||
|
||||
@@ -13,11 +13,11 @@ func TestSaveRestoreRoundTrip(t *testing.T) {
|
||||
g.Player.Purse = 123
|
||||
g.Player.FoodLeft = 777
|
||||
g.HasAmulet = true
|
||||
g.Items.Potions[PHealing].Know = true
|
||||
g.Items.Scrolls[SMap].Guess = "map???"
|
||||
g.Items.Potions[PotionHealing].Know = true
|
||||
g.Items.Scrolls[ScrollMagicMapping].Guess = "map???"
|
||||
g.Monsters['F'-'A'].Stats.Dmg = "3x1" // mutated bestiary must survive
|
||||
if len(g.Level.Monsters) > 0 {
|
||||
g.Level.Monsters[0].Flags.Set(IsRun)
|
||||
g.Level.Monsters[0].Flags.Set(Awake)
|
||||
g.Level.Monsters[0].Dest = &g.Player.Pos
|
||||
}
|
||||
|
||||
@@ -42,10 +42,10 @@ func TestSaveRestoreRoundTrip(t *testing.T) {
|
||||
if !h.HasAmulet {
|
||||
t.Error("amulet flag lost")
|
||||
}
|
||||
if !h.Items.Potions[PHealing].Know {
|
||||
if !h.Items.Potions[PotionHealing].Know {
|
||||
t.Error("potion identification lost")
|
||||
}
|
||||
if h.Items.Scrolls[SMap].Guess != "map???" {
|
||||
if h.Items.Scrolls[ScrollMagicMapping].Guess != "map???" {
|
||||
t.Error("scroll guess lost")
|
||||
}
|
||||
if h.Monsters['F'-'A'].Stats.Dmg != "3x1" {
|
||||
|
||||
@@ -4,12 +4,12 @@ package game
|
||||
|
||||
// idType maps identify scrolls to the type they identify (scrolls.c
|
||||
// static id_type).
|
||||
var idType = [SIDRorS + 1]int{
|
||||
SIDPotion: int(Potion),
|
||||
SIDScroll: int(Scroll),
|
||||
SIDWeapon: int(Weapon),
|
||||
SIDArmor: int(Armor),
|
||||
SIDRorS: RorS,
|
||||
var idType = [ScrollIdentifyRingOrStick + 1]int{
|
||||
ScrollIdentifyPotion: int(Potion),
|
||||
ScrollIdentifyScroll: int(Scroll),
|
||||
ScrollIdentifyWeapon: int(Weapon),
|
||||
ScrollIdentifyArmor: int(Armor),
|
||||
ScrollIdentifyRingOrStick: RorS,
|
||||
}
|
||||
|
||||
// readScroll reads a scroll from the pack and does the appropriate thing
|
||||
@@ -36,17 +36,17 @@ func (g *RogueGame) readScroll() {
|
||||
g.leavePack(obj, false, false)
|
||||
|
||||
switch obj.Which {
|
||||
case SConfuse:
|
||||
case ScrollMonsterConfusion:
|
||||
// Scroll of monster confusion. Give him that power.
|
||||
p.Flags.Set(CanHuh)
|
||||
p.Flags.Set(CanConfuse)
|
||||
g.msg("your hands begin to glow %s", g.pickColor("red"))
|
||||
case SArmor:
|
||||
case ScrollEnchantArmor:
|
||||
if p.CurArmor != nil {
|
||||
p.CurArmor.Arm--
|
||||
p.CurArmor.Flags.Clear(IsCursed)
|
||||
p.CurArmor.Flags.Clear(Cursed)
|
||||
g.msg("your armor glows %s for a moment", g.pickColor("silver"))
|
||||
}
|
||||
case SHold:
|
||||
case ScrollHoldMonster:
|
||||
// Hold monster scroll. Stop all monsters within two spaces from
|
||||
// chasing after the hero.
|
||||
held := 0
|
||||
@@ -58,9 +58,9 @@ func (g *RogueGame) readScroll() {
|
||||
if y < 0 || y > NumLines-1 {
|
||||
continue
|
||||
}
|
||||
if mp := g.Level.MonsterAt(y, x); mp != nil && mp.On(IsRun) {
|
||||
mp.Flags.Clear(IsRun)
|
||||
mp.Flags.Set(IsHeld)
|
||||
if mp := g.Level.MonsterAt(y, x); mp != nil && mp.On(Awake) {
|
||||
mp.Flags.Clear(Awake)
|
||||
mp.Flags.Set(Held)
|
||||
held++
|
||||
}
|
||||
}
|
||||
@@ -75,17 +75,17 @@ func (g *RogueGame) readScroll() {
|
||||
g.addmsg("s")
|
||||
}
|
||||
g.endmsg()
|
||||
g.Items.Scrolls[SHold].Know = true
|
||||
g.Items.Scrolls[ScrollHoldMonster].Know = true
|
||||
} else {
|
||||
g.msg("you feel a strange sense of loss")
|
||||
}
|
||||
case SSleep:
|
||||
case ScrollSleep:
|
||||
// Scroll which makes you fall asleep
|
||||
g.Items.Scrolls[SSleep].Know = true
|
||||
g.Items.Scrolls[ScrollSleep].Know = true
|
||||
g.NoCommand += g.rnd(g.spread(5)) + 4 // SLEEPTIME
|
||||
p.Flags.Clear(IsRun)
|
||||
p.Flags.Clear(Awake)
|
||||
g.msg("you fall asleep")
|
||||
case SCreate:
|
||||
case ScrollCreateMonster:
|
||||
// Create a monster: first look in a circle around him, next try
|
||||
// his room, otherwise give up
|
||||
i := 0
|
||||
@@ -99,7 +99,7 @@ func (g *RogueGame) readScroll() {
|
||||
// Or anything else nasty
|
||||
if ch := g.Level.VisibleChar(y, x); stepOk(ch) {
|
||||
if ch == Scroll {
|
||||
if fo := g.findObj(y, x); fo != nil && fo.Which == SScare {
|
||||
if fo := g.findObj(y, x); fo != nil && fo.Which == ScrollScareMonster {
|
||||
continue
|
||||
}
|
||||
}
|
||||
@@ -115,14 +115,14 @@ func (g *RogueGame) readScroll() {
|
||||
tp := &Monster{}
|
||||
g.newMonster(tp, g.randMonster(false), mp)
|
||||
}
|
||||
case SIDPotion, SIDScroll, SIDWeapon, SIDArmor, SIDRorS:
|
||||
case ScrollIdentifyPotion, ScrollIdentifyScroll, ScrollIdentifyWeapon, ScrollIdentifyArmor, ScrollIdentifyRingOrStick:
|
||||
// Identify, let him figure something out
|
||||
g.Items.Scrolls[obj.Which].Know = true
|
||||
g.msg("this scroll is an %s scroll", g.Items.Scrolls[obj.Which].Name)
|
||||
g.whatis(true, idType[obj.Which])
|
||||
case SMap:
|
||||
case ScrollMagicMapping:
|
||||
// Scroll of magic mapping.
|
||||
g.Items.Scrolls[SMap].Know = true
|
||||
g.Items.Scrolls[ScrollMagicMapping].Know = true
|
||||
g.msg("oh, now this scroll has a map on it")
|
||||
// take all the things we want to keep hidden out of the window
|
||||
for y := 1; y < NumLines-1; y++ {
|
||||
@@ -141,7 +141,7 @@ func (g *RogueGame) readScroll() {
|
||||
case ' ':
|
||||
if pp.Flags.Has(FReal) {
|
||||
// def: hidden things in walls stay hidden
|
||||
if pp.Flags.Has(FPass) {
|
||||
if pp.Flags.Has(FPassage) {
|
||||
pass = true
|
||||
} else {
|
||||
ch = ' '
|
||||
@@ -162,7 +162,7 @@ func (g *RogueGame) readScroll() {
|
||||
pp.Flags.Set(FSeen | FReal)
|
||||
}
|
||||
default:
|
||||
if pp.Flags.Has(FPass) {
|
||||
if pp.Flags.Has(FPassage) {
|
||||
pass = true
|
||||
} else {
|
||||
ch = ' '
|
||||
@@ -178,7 +178,7 @@ func (g *RogueGame) readScroll() {
|
||||
if ch != ' ' {
|
||||
if tp := pp.Monst; tp != nil {
|
||||
tp.OldCh = ch
|
||||
if !p.On(SeeMonst) {
|
||||
if !p.On(SenseMonsters) {
|
||||
g.mvaddch(y, x, ch)
|
||||
}
|
||||
} else {
|
||||
@@ -187,7 +187,7 @@ func (g *RogueGame) readScroll() {
|
||||
}
|
||||
}
|
||||
}
|
||||
case SFDet:
|
||||
case ScrollFoodDetection:
|
||||
// Food detection
|
||||
found := false
|
||||
g.scr.Hw.Clear()
|
||||
@@ -198,23 +198,23 @@ func (g *RogueGame) readScroll() {
|
||||
}
|
||||
}
|
||||
if found {
|
||||
g.Items.Scrolls[SFDet].Know = true
|
||||
g.Items.Scrolls[ScrollFoodDetection].Know = true
|
||||
g.showWin("Your nose tingles and you smell food.--More--")
|
||||
} else {
|
||||
g.msg("your nose tingles")
|
||||
}
|
||||
case STelep:
|
||||
case ScrollTeleportation:
|
||||
// Scroll of teleportation: make him disappear and reappear
|
||||
curRoom := p.Room
|
||||
g.teleport()
|
||||
if curRoom != p.Room {
|
||||
g.Items.Scrolls[STelep].Know = true
|
||||
g.Items.Scrolls[ScrollTeleportation].Know = true
|
||||
}
|
||||
case SEnch:
|
||||
case ScrollEnchantWeapon:
|
||||
if p.CurWeapon == nil || p.CurWeapon.Type != Weapon {
|
||||
g.msg("you feel a strange sense of loss")
|
||||
} else {
|
||||
p.CurWeapon.Flags.Clear(IsCursed)
|
||||
p.CurWeapon.Flags.Clear(Cursed)
|
||||
if g.rnd(2) == 0 {
|
||||
p.CurWeapon.HPlus++
|
||||
} else {
|
||||
@@ -223,25 +223,25 @@ func (g *RogueGame) readScroll() {
|
||||
g.msg("your %s glows %s for a moment",
|
||||
g.Items.Weapons[p.CurWeapon.Which].Name, g.pickColor("blue"))
|
||||
}
|
||||
case SScare:
|
||||
case ScrollScareMonster:
|
||||
// Reading it is a mistake and produces laughter at her poor boo
|
||||
// boo.
|
||||
g.msg("you hear maniacal laughter in the distance")
|
||||
case SRemove:
|
||||
case ScrollRemoveCurse:
|
||||
uncurse(p.CurArmor)
|
||||
uncurse(p.CurWeapon)
|
||||
uncurse(p.CurRing[Left])
|
||||
uncurse(p.CurRing[Right])
|
||||
g.msg("%s", g.chooseStr("you feel in touch with the Universal Onenes",
|
||||
"you feel as if somebody is watching over you"))
|
||||
case SAggr:
|
||||
case ScrollAggravateMonsters:
|
||||
// This scroll aggravates all the monsters on the current level
|
||||
// and sets them running towards the hero
|
||||
g.aggravate()
|
||||
g.msg("you hear a high pitched humming noise")
|
||||
case SProtect:
|
||||
case ScrollProtectArmor:
|
||||
if p.CurArmor != nil {
|
||||
p.CurArmor.Flags.Set(IsProt)
|
||||
p.CurArmor.Flags.Set(Protected)
|
||||
g.msg("your armor is covered by a shimmering %s shield",
|
||||
g.pickColor("gold"))
|
||||
} else {
|
||||
@@ -257,6 +257,6 @@ func (g *RogueGame) readScroll() {
|
||||
// uncurse uncurses an item (scrolls.c uncurse).
|
||||
func uncurse(obj *Object) {
|
||||
if obj != nil {
|
||||
obj.Flags.Clear(IsCursed)
|
||||
obj.Flags.Clear(Cursed)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -21,13 +21,13 @@ func (g *RogueGame) doZap() {
|
||||
return
|
||||
}
|
||||
switch obj.Which {
|
||||
case WsLight:
|
||||
case WandLight:
|
||||
// Reddy Kilowatt wand. Light up the room
|
||||
g.Items.Sticks[WsLight].Know = true
|
||||
if p.Room.Flags.Has(IsGone) {
|
||||
g.Items.Sticks[WandLight].Know = true
|
||||
if p.Room.Flags.Has(Gone) {
|
||||
g.msg("the corridor glows and then fades")
|
||||
} else {
|
||||
p.Room.Flags.Clear(IsDark)
|
||||
p.Room.Flags.Clear(Dark)
|
||||
// Light the room and put the player back up
|
||||
g.enterRoom(p.Pos)
|
||||
g.addmsg("the room is lit")
|
||||
@@ -36,7 +36,7 @@ func (g *RogueGame) doZap() {
|
||||
}
|
||||
g.endmsg()
|
||||
}
|
||||
case WsDrain:
|
||||
case WandDrainLife:
|
||||
// take away 1/2 of hero's hit points, then take it away evenly
|
||||
// from the monsters in the room (or next to hero if he is in a
|
||||
// passage)
|
||||
@@ -45,7 +45,7 @@ func (g *RogueGame) doZap() {
|
||||
return
|
||||
}
|
||||
g.drain()
|
||||
case WsInvis, WsPolymorph, WsTelAway, WsTelTo, WsCancel:
|
||||
case WandInvisibility, WandPolymorph, WandTeleportAway, WandTeleportTo, WandCancellation:
|
||||
y := p.Pos.Y
|
||||
x := p.Pos.X
|
||||
for stepOk(g.Level.VisibleChar(y, x)) {
|
||||
@@ -55,15 +55,15 @@ func (g *RogueGame) doZap() {
|
||||
if tp := g.Level.MonsterAt(y, x); tp != nil {
|
||||
monster := tp.Type
|
||||
if monster == 'F' {
|
||||
p.Flags.Clear(IsHeld)
|
||||
p.Flags.Clear(Held)
|
||||
}
|
||||
switch obj.Which {
|
||||
case WsInvis:
|
||||
tp.Flags.Set(IsInvis)
|
||||
case WandInvisibility:
|
||||
tp.Flags.Set(Invisible)
|
||||
if g.cansee(y, x) {
|
||||
g.mvaddch(y, x, tp.OldCh)
|
||||
}
|
||||
case WsPolymorph:
|
||||
case WandPolymorph:
|
||||
pp := tp.Pack
|
||||
detachMon(&g.Level.Monsters, tp)
|
||||
if g.seeMonst(tp) {
|
||||
@@ -80,18 +80,18 @@ func (g *RogueGame) doZap() {
|
||||
tp.OldCh = oldch
|
||||
tp.Pack = pp
|
||||
if g.seeMonst(tp) {
|
||||
g.Items.Sticks[WsPolymorph].Know = true
|
||||
g.Items.Sticks[WandPolymorph].Know = true
|
||||
}
|
||||
case WsCancel:
|
||||
tp.Flags.Set(IsCanc)
|
||||
tp.Flags.Clear(IsInvis | CanHuh)
|
||||
case WandCancellation:
|
||||
tp.Flags.Set(Cancelled)
|
||||
tp.Flags.Clear(Invisible | CanConfuse)
|
||||
tp.Disguise = tp.Type
|
||||
if g.seeMonst(tp) {
|
||||
g.mvaddch(y, x, tp.Disguise)
|
||||
}
|
||||
case WsTelAway, WsTelTo:
|
||||
case WandTeleportAway, WandTeleportTo:
|
||||
var newPos Coord
|
||||
if obj.Which == WsTelAway {
|
||||
if obj.Which == WandTeleportAway {
|
||||
for {
|
||||
newPos, _ = g.findFloor(nil, 0, true)
|
||||
if newPos != p.Pos {
|
||||
@@ -103,18 +103,18 @@ func (g *RogueGame) doZap() {
|
||||
newPos.X = p.Pos.X + g.Delta.X
|
||||
}
|
||||
tp.Dest = &p.Pos
|
||||
tp.Flags.Set(IsRun)
|
||||
tp.Flags.Set(Awake)
|
||||
g.relocate(tp, newPos)
|
||||
}
|
||||
}
|
||||
case WsMissile:
|
||||
g.Items.Sticks[WsMissile].Know = true
|
||||
case WandMagicMissile:
|
||||
g.Items.Sticks[WandMagicMissile].Know = true
|
||||
bolt := newObject()
|
||||
bolt.Type = '*'
|
||||
bolt.HurlDmg = "1x4"
|
||||
bolt.HPlus = 100
|
||||
bolt.DPlus = 1
|
||||
bolt.Flags = IsMissl
|
||||
bolt.Flags = Missile
|
||||
if p.CurWeapon != nil {
|
||||
bolt.Launch = p.CurWeapon.Which
|
||||
}
|
||||
@@ -127,7 +127,7 @@ func (g *RogueGame) doZap() {
|
||||
} else {
|
||||
g.msg("the missle vanishes with a puff of smoke")
|
||||
}
|
||||
case WsHasteM, WsSlowM:
|
||||
case WandHasteMonster, WandSlowMonster:
|
||||
y := p.Pos.Y
|
||||
x := p.Pos.X
|
||||
for stepOk(g.Level.VisibleChar(y, x)) {
|
||||
@@ -135,17 +135,17 @@ func (g *RogueGame) doZap() {
|
||||
x += g.Delta.X
|
||||
}
|
||||
if tp := g.Level.MonsterAt(y, x); tp != nil {
|
||||
if obj.Which == WsHasteM {
|
||||
if tp.On(IsSlow) {
|
||||
tp.Flags.Clear(IsSlow)
|
||||
if obj.Which == WandHasteMonster {
|
||||
if tp.On(Slowed) {
|
||||
tp.Flags.Clear(Slowed)
|
||||
} else {
|
||||
tp.Flags.Set(IsHaste)
|
||||
tp.Flags.Set(Hasted)
|
||||
}
|
||||
} else {
|
||||
if tp.On(IsHaste) {
|
||||
tp.Flags.Clear(IsHaste)
|
||||
if tp.On(Hasted) {
|
||||
tp.Flags.Clear(Hasted)
|
||||
} else {
|
||||
tp.Flags.Set(IsSlow)
|
||||
tp.Flags.Set(Slowed)
|
||||
}
|
||||
tp.Turn = true
|
||||
}
|
||||
@@ -153,19 +153,19 @@ func (g *RogueGame) doZap() {
|
||||
g.Delta.X = x
|
||||
g.runto(g.Delta)
|
||||
}
|
||||
case WsElect, WsFire, WsCold:
|
||||
case WandLightning, WandFire, WandCold:
|
||||
var name string
|
||||
switch obj.Which {
|
||||
case WsElect:
|
||||
case WandLightning:
|
||||
name = "bolt"
|
||||
case WsFire:
|
||||
case WandFire:
|
||||
name = "flame"
|
||||
default:
|
||||
name = "ice"
|
||||
}
|
||||
g.fireBolt(p.Pos, &g.Delta, name)
|
||||
g.Items.Sticks[obj.Which].Know = true
|
||||
case WsNop:
|
||||
case WandNothing:
|
||||
}
|
||||
obj.SetCharges(obj.Charges() - 1)
|
||||
}
|
||||
@@ -176,14 +176,14 @@ func (g *RogueGame) drain() {
|
||||
// First count how many things we need to spread the hit points among
|
||||
var corp *Room
|
||||
if g.Level.Char(p.Pos.Y, p.Pos.X) == Door {
|
||||
corp = &g.Level.Passages[*g.Level.FlagsAt(p.Pos.Y, p.Pos.X)&FPNum]
|
||||
corp = &g.Level.Passages[*g.Level.FlagsAt(p.Pos.Y, p.Pos.X)&FPassNum]
|
||||
}
|
||||
inpass := p.Room.Flags.Has(IsGone)
|
||||
inpass := p.Room.Flags.Has(Gone)
|
||||
var drainee []*Monster
|
||||
for _, mp := range g.Level.Monsters {
|
||||
if mp.Room == p.Room || mp.Room == corp ||
|
||||
(inpass && g.Level.Char(mp.Pos.Y, mp.Pos.X) == Door &&
|
||||
&g.Level.Passages[*g.Level.FlagsAt(mp.Pos.Y, mp.Pos.X)&FPNum] == p.Room) {
|
||||
&g.Level.Passages[*g.Level.FlagsAt(mp.Pos.Y, mp.Pos.X)&FPassNum] == p.Room) {
|
||||
drainee = append(drainee, mp)
|
||||
}
|
||||
}
|
||||
@@ -212,11 +212,11 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
|
||||
|
||||
bolt := newObject()
|
||||
bolt.Type = Weapon
|
||||
bolt.Which = Flame
|
||||
bolt.Which = WeaponFlame
|
||||
bolt.HurlDmg = "6x6"
|
||||
bolt.HPlus = 100
|
||||
bolt.DPlus = 0
|
||||
g.Items.Weapons[Flame].Name = name
|
||||
g.Items.Weapons[WeaponFlame].Name = name
|
||||
var dirch byte
|
||||
switch dir.Y + dir.X {
|
||||
case 0:
|
||||
@@ -329,7 +329,7 @@ func (g *RogueGame) fixStick(cur *Object) {
|
||||
cur.HurlDmg = "1x1"
|
||||
|
||||
switch cur.Which {
|
||||
case WsLight:
|
||||
case WandLight:
|
||||
cur.SetCharges(g.rnd(10) + 10)
|
||||
default:
|
||||
cur.SetCharges(g.rnd(5) + 3)
|
||||
@@ -339,7 +339,7 @@ func (g *RogueGame) fixStick(cur *Object) {
|
||||
// chargeStr returns the charge-count suffix for an identified stick
|
||||
// (sticks.c charge_str).
|
||||
func chargeStr(g *RogueGame, obj *Object) string {
|
||||
if !obj.Flags.Has(IsKnow) {
|
||||
if !obj.Flags.Has(Known) {
|
||||
return ""
|
||||
}
|
||||
if g.Options.Terse {
|
||||
|
||||
@@ -9,7 +9,7 @@ package game
|
||||
var initStats = Stats{Str: 16, Exp: 0, Lvl: 1, Arm: 10, HP: 12, Dmg: "1x4", MaxHP: 12}
|
||||
|
||||
// aClass is extern.c a_class[]: armor class for each armor type.
|
||||
var aClass = [MaxArmors]int{
|
||||
var aClass = [NumArmorTypes]int{
|
||||
8, // LEATHER
|
||||
7, // RING_MAIL
|
||||
7, // STUDDED_LEATHER
|
||||
@@ -28,7 +28,7 @@ var eLevels = []int{
|
||||
}
|
||||
|
||||
// trName is extern.c tr_name[]: names of the traps.
|
||||
var trName = [NTraps]string{
|
||||
var trName = [NumTrapTypes]string{
|
||||
"a trapdoor",
|
||||
"an arrow trap",
|
||||
"a sleeping gas trap",
|
||||
@@ -47,32 +47,32 @@ var invTName = []string{"Overwrite", "Slow", "Clear"}
|
||||
// rolled from the level at creation time.
|
||||
var monsterTable = [26]MonsterKind{
|
||||
/* Name CARRY FLAGS str exp lvl arm hp dmg */
|
||||
{"aquator", 0, IsMean, Stats{10, 20, 5, 2, 1, "0x0/0x0", 0}},
|
||||
{"bat", 0, IsFly, Stats{10, 1, 1, 3, 1, "1x2", 0}},
|
||||
{"aquator", 0, Mean, Stats{10, 20, 5, 2, 1, "0x0/0x0", 0}},
|
||||
{"bat", 0, Flying, Stats{10, 1, 1, 3, 1, "1x2", 0}},
|
||||
{"centaur", 15, 0, Stats{10, 17, 4, 4, 1, "1x2/1x5/1x5", 0}},
|
||||
{"dragon", 100, IsMean, Stats{10, 5000, 10, -1, 1, "1x8/1x8/3x10", 0}},
|
||||
{"emu", 0, IsMean, Stats{10, 2, 1, 7, 1, "1x2", 0}},
|
||||
{"venus flytrap", 0, IsMean, Stats{10, 80, 8, 3, 1, "%%%x0", 0}},
|
||||
{"griffin", 20, IsMean | IsFly | IsRegen, Stats{10, 2000, 13, 2, 1, "4x3/3x5", 0}},
|
||||
{"hobgoblin", 0, IsMean, Stats{10, 3, 1, 5, 1, "1x8", 0}},
|
||||
{"dragon", 100, Mean, Stats{10, 5000, 10, -1, 1, "1x8/1x8/3x10", 0}},
|
||||
{"emu", 0, Mean, Stats{10, 2, 1, 7, 1, "1x2", 0}},
|
||||
{"venus flytrap", 0, Mean, Stats{10, 80, 8, 3, 1, "%%%x0", 0}},
|
||||
{"griffin", 20, Mean | Flying | Regenerates, Stats{10, 2000, 13, 2, 1, "4x3/3x5", 0}},
|
||||
{"hobgoblin", 0, Mean, Stats{10, 3, 1, 5, 1, "1x8", 0}},
|
||||
{"ice monster", 0, 0, Stats{10, 5, 1, 9, 1, "0x0", 0}},
|
||||
{"jabberwock", 70, 0, Stats{10, 3000, 15, 6, 1, "2x12/2x4", 0}},
|
||||
{"kestrel", 0, IsMean | IsFly, Stats{10, 1, 1, 7, 1, "1x4", 0}},
|
||||
{"kestrel", 0, Mean | Flying, Stats{10, 1, 1, 7, 1, "1x4", 0}},
|
||||
{"leprechaun", 0, 0, Stats{10, 10, 3, 8, 1, "1x1", 0}},
|
||||
{"medusa", 40, IsMean, Stats{10, 200, 8, 2, 1, "3x4/3x4/2x5", 0}},
|
||||
{"medusa", 40, Mean, Stats{10, 200, 8, 2, 1, "3x4/3x4/2x5", 0}},
|
||||
{"nymph", 100, 0, Stats{10, 37, 3, 9, 1, "0x0", 0}},
|
||||
{"orc", 15, IsGreed, Stats{10, 5, 1, 6, 1, "1x8", 0}},
|
||||
{"phantom", 0, IsInvis, Stats{10, 120, 8, 3, 1, "4x4", 0}},
|
||||
{"quagga", 0, IsMean, Stats{10, 15, 3, 3, 1, "1x5/1x5", 0}},
|
||||
{"rattlesnake", 0, IsMean, Stats{10, 9, 2, 3, 1, "1x6", 0}},
|
||||
{"snake", 0, IsMean, Stats{10, 2, 1, 5, 1, "1x3", 0}},
|
||||
{"troll", 50, IsRegen | IsMean, Stats{10, 120, 6, 4, 1, "1x8/1x8/2x6", 0}},
|
||||
{"black unicorn", 0, IsMean, Stats{10, 190, 7, -2, 1, "1x9/1x9/2x9", 0}},
|
||||
{"vampire", 20, IsRegen | IsMean, Stats{10, 350, 8, 1, 1, "1x10", 0}},
|
||||
{"orc", 15, Greedy, Stats{10, 5, 1, 6, 1, "1x8", 0}},
|
||||
{"phantom", 0, Invisible, Stats{10, 120, 8, 3, 1, "4x4", 0}},
|
||||
{"quagga", 0, Mean, Stats{10, 15, 3, 3, 1, "1x5/1x5", 0}},
|
||||
{"rattlesnake", 0, Mean, Stats{10, 9, 2, 3, 1, "1x6", 0}},
|
||||
{"snake", 0, Mean, Stats{10, 2, 1, 5, 1, "1x3", 0}},
|
||||
{"troll", 50, Regenerates | Mean, Stats{10, 120, 6, 4, 1, "1x8/1x8/2x6", 0}},
|
||||
{"black unicorn", 0, Mean, Stats{10, 190, 7, -2, 1, "1x9/1x9/2x9", 0}},
|
||||
{"vampire", 20, Regenerates | Mean, Stats{10, 350, 8, 1, 1, "1x10", 0}},
|
||||
{"wraith", 0, 0, Stats{10, 55, 5, 4, 1, "1x6", 0}},
|
||||
{"xeroc", 30, 0, Stats{10, 100, 7, 7, 1, "4x4", 0}},
|
||||
{"yeti", 30, 0, Stats{10, 50, 4, 6, 1, "1x6/1x6", 0}},
|
||||
{"zombie", 0, IsMean, Stats{10, 6, 2, 8, 1, "1x8", 0}},
|
||||
{"zombie", 0, Mean, Stats{10, 6, 2, 8, 1, "1x8", 0}},
|
||||
}
|
||||
|
||||
// Base ObjInfo tables (extern.c). These are templates: NewGame copies them
|
||||
@@ -88,7 +88,7 @@ var baseThings = [NumThings]ObjInfo{
|
||||
{Prob: 4}, // stick
|
||||
}
|
||||
|
||||
var baseArmInfo = [MaxArmors]ObjInfo{
|
||||
var baseArmInfo = [NumArmorTypes]ObjInfo{
|
||||
{Name: "leather armor", Prob: 20, Worth: 20},
|
||||
{Name: "ring mail", Prob: 15, Worth: 25},
|
||||
{Name: "studded leather armor", Prob: 15, Worth: 20},
|
||||
@@ -99,7 +99,7 @@ var baseArmInfo = [MaxArmors]ObjInfo{
|
||||
{Name: "plate mail", Prob: 5, Worth: 150},
|
||||
}
|
||||
|
||||
var basePotInfo = [MaxPotions]ObjInfo{
|
||||
var basePotInfo = [NumPotionTypes]ObjInfo{
|
||||
{Name: "confusion", Prob: 7, Worth: 5},
|
||||
{Name: "hallucination", Prob: 8, Worth: 5},
|
||||
{Name: "poison", Prob: 8, Worth: 5},
|
||||
@@ -116,7 +116,7 @@ var basePotInfo = [MaxPotions]ObjInfo{
|
||||
{Name: "levitation", Prob: 6, Worth: 75},
|
||||
}
|
||||
|
||||
var baseRingInfo = [MaxRings]ObjInfo{
|
||||
var baseRingInfo = [NumRingTypes]ObjInfo{
|
||||
{Name: "protection", Prob: 9, Worth: 400},
|
||||
{Name: "add strength", Prob: 9, Worth: 400},
|
||||
{Name: "sustain strength", Prob: 5, Worth: 280},
|
||||
@@ -133,7 +133,7 @@ var baseRingInfo = [MaxRings]ObjInfo{
|
||||
{Name: "maintain armor", Prob: 5, Worth: 380},
|
||||
}
|
||||
|
||||
var baseScrInfo = [MaxScrolls]ObjInfo{
|
||||
var baseScrInfo = [NumScrollTypes]ObjInfo{
|
||||
{Name: "monster confusion", Prob: 7, Worth: 140},
|
||||
{Name: "magic mapping", Prob: 4, Worth: 150},
|
||||
{Name: "hold monster", Prob: 2, Worth: 180},
|
||||
@@ -154,7 +154,7 @@ var baseScrInfo = [MaxScrolls]ObjInfo{
|
||||
{Name: "protect armor", Prob: 2, Worth: 250},
|
||||
}
|
||||
|
||||
var baseWeapInfo = [MaxWeapons + 1]ObjInfo{
|
||||
var baseWeapInfo = [NumWeaponTypes + 1]ObjInfo{
|
||||
{Name: "mace", Prob: 11, Worth: 8},
|
||||
{Name: "long sword", Prob: 11, Worth: 15},
|
||||
{Name: "short bow", Prob: 12, Worth: 15},
|
||||
@@ -167,7 +167,7 @@ var baseWeapInfo = [MaxWeapons + 1]ObjInfo{
|
||||
{}, // DO NOT REMOVE: fake entry for dragon's breath
|
||||
}
|
||||
|
||||
var baseWsInfo = [MaxSticks]ObjInfo{
|
||||
var baseWsInfo = [NumWandTypes]ObjInfo{
|
||||
{Name: "light", Prob: 12, Worth: 250},
|
||||
{Name: "invisibility", Prob: 6, Worth: 5},
|
||||
{Name: "lightning", Prob: 3, Worth: 330},
|
||||
|
||||
@@ -17,7 +17,7 @@ func TestProbabilitiesSumTo100(t *testing.T) {
|
||||
"scrolls": baseScrInfo[:],
|
||||
"rings": baseRingInfo[:],
|
||||
"sticks": baseWsInfo[:],
|
||||
"weapons": baseWeapInfo[:MaxWeapons], // excludes the flame entry
|
||||
"weapons": baseWeapInfo[:NumWeaponTypes], // excludes the flame entry
|
||||
"armor": baseArmInfo[:],
|
||||
}
|
||||
for name, tab := range tables {
|
||||
@@ -29,11 +29,11 @@ func TestProbabilitiesSumTo100(t *testing.T) {
|
||||
|
||||
func TestInitProbsCumulative(t *testing.T) {
|
||||
g := NewGame(Config{Seed: 1})
|
||||
last := g.Items.Potions[MaxPotions-1].Prob
|
||||
last := g.Items.Potions[NumPotionTypes-1].Prob
|
||||
if last != 100 {
|
||||
t.Errorf("cumulative potion probability ends at %d, want 100", last)
|
||||
}
|
||||
for i := 1; i < MaxPotions; i++ {
|
||||
for i := 1; i < NumPotionTypes; i++ {
|
||||
if g.Items.Potions[i].Prob < g.Items.Potions[i-1].Prob {
|
||||
t.Errorf("potion probs not nondecreasing at %d", i)
|
||||
}
|
||||
|
||||
@@ -55,7 +55,7 @@ func (g *RogueGame) invName(obj *Object, drop bool) string {
|
||||
} else {
|
||||
fmt.Fprintf(&pb, "A%s ", vowelstr(sp))
|
||||
}
|
||||
if obj.Flags.Has(IsKnow) {
|
||||
if obj.Flags.Has(Known) {
|
||||
fmt.Fprintf(&pb, "%s %s", num(obj.HPlus, obj.DPlus, Weapon), sp)
|
||||
} else {
|
||||
pb.WriteString(sp)
|
||||
@@ -68,7 +68,7 @@ func (g *RogueGame) invName(obj *Object, drop bool) string {
|
||||
}
|
||||
case Armor:
|
||||
sp := it.Armors[which].Name
|
||||
if obj.Flags.Has(IsKnow) {
|
||||
if obj.Flags.Has(Known) {
|
||||
fmt.Fprintf(&pb, "%s %s [", num(aClass[which]-obj.Arm, 0, Armor), sp)
|
||||
if !g.Options.Terse {
|
||||
pb.WriteString("protection ")
|
||||
@@ -151,7 +151,7 @@ func (g *RogueGame) dropCheck(obj *Object) bool {
|
||||
obj != p.CurRing[Left] && obj != p.CurRing[Right] {
|
||||
return true
|
||||
}
|
||||
if obj.Flags.Has(IsCursed) {
|
||||
if obj.Flags.Has(Cursed) {
|
||||
g.msg("you can't. It appears to be cursed")
|
||||
return false
|
||||
}
|
||||
@@ -167,9 +167,9 @@ func (g *RogueGame) dropCheck(obj *Object) bool {
|
||||
}
|
||||
p.CurRing[hand] = nil
|
||||
switch obj.Which {
|
||||
case RAddStr:
|
||||
case RingAddStrength:
|
||||
g.chgStr(-obj.Arm)
|
||||
case RSeeInvis:
|
||||
case RingSeeInvisible:
|
||||
g.unsee(0)
|
||||
g.Extinguish(DUnsee)
|
||||
}
|
||||
@@ -209,9 +209,9 @@ func (g *RogueGame) newThing() *Object {
|
||||
cur.Which = 1
|
||||
}
|
||||
case 3:
|
||||
g.initWeapon(cur, pickOne(g, g.Items.Weapons[:MaxWeapons]))
|
||||
g.initWeapon(cur, pickOne(g, g.Items.Weapons[:NumWeaponTypes]))
|
||||
if r := g.rnd(100); r < 10 {
|
||||
cur.Flags.Set(IsCursed)
|
||||
cur.Flags.Set(Cursed)
|
||||
cur.HPlus -= g.rnd(3) + 1
|
||||
} else if r < 15 {
|
||||
cur.HPlus += g.rnd(3) + 1
|
||||
@@ -221,7 +221,7 @@ func (g *RogueGame) newThing() *Object {
|
||||
cur.Which = pickOne(g, g.Items.Armors[:])
|
||||
cur.Arm = aClass[cur.Which]
|
||||
if r := g.rnd(100); r < 20 {
|
||||
cur.Flags.Set(IsCursed)
|
||||
cur.Flags.Set(Cursed)
|
||||
cur.Arm += g.rnd(3) + 1
|
||||
} else if r < 28 {
|
||||
cur.Arm -= g.rnd(3) + 1
|
||||
@@ -230,13 +230,13 @@ func (g *RogueGame) newThing() *Object {
|
||||
cur.Type = Ring
|
||||
cur.Which = pickOne(g, g.Items.Rings[:])
|
||||
switch cur.Which {
|
||||
case RAddStr, RProtect, RAddHit, RAddDam:
|
||||
case RingAddStrength, RingProtection, RingDexterity, RingIncreaseDamage:
|
||||
if cur.Arm = g.rnd(3); cur.Arm == 0 {
|
||||
cur.Arm = -1
|
||||
cur.Flags.Set(IsCursed)
|
||||
cur.Flags.Set(Cursed)
|
||||
}
|
||||
case RAggr, RTeleport:
|
||||
cur.Flags.Set(IsCursed)
|
||||
case RingAggravateMonsters, RingTeleportation:
|
||||
cur.Flags.Set(Cursed)
|
||||
}
|
||||
case 6:
|
||||
cur.Type = Stick
|
||||
@@ -525,7 +525,7 @@ func (g *RogueGame) prList() {
|
||||
case Armor:
|
||||
g.prSpec(g.Items.Armors[:])
|
||||
case Weapon:
|
||||
g.prSpec(g.Items.Weapons[:MaxWeapons])
|
||||
g.prSpec(g.Items.Weapons[:NumWeaponTypes])
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
256
game/types.go
256
game/types.go
@@ -100,9 +100,9 @@ const (
|
||||
type RoomFlags int16
|
||||
|
||||
const (
|
||||
IsDark RoomFlags = 1 << iota // room is dark
|
||||
IsGone // room is gone (a corridor)
|
||||
IsMaze // room is a maze
|
||||
Dark RoomFlags = 1 << iota // room is dark
|
||||
Gone // room is gone (a corridor)
|
||||
Maze // room is a maze
|
||||
)
|
||||
|
||||
func (f RoomFlags) Has(b RoomFlags) bool { return f&b != 0 }
|
||||
@@ -113,12 +113,12 @@ func (f *RoomFlags) Clear(b RoomFlags) { *f &^= b }
|
||||
type ObjFlags int32
|
||||
|
||||
const (
|
||||
IsCursed ObjFlags = 1 << iota // object is cursed
|
||||
IsKnow // player knows details about the object
|
||||
IsMissl // object is a missile type
|
||||
IsMany // object comes in groups
|
||||
ObjIsFound // object has been seen (ISFOUND shares the bit with creatures)
|
||||
IsProt // armor is permanently protected
|
||||
Cursed ObjFlags = 1 << iota // ISCURSED: object is cursed
|
||||
Known // ISKNOW: player knows details about the object
|
||||
Missile // ISMISL: object is a missile type
|
||||
Stackable // ISMANY: object comes in groups
|
||||
WasFound // ISFOUND (objects): object has been seen (ISFOUND shares the bit with creatures)
|
||||
Protected // ISPROT: armor is permanently protected
|
||||
)
|
||||
|
||||
func (f ObjFlags) Has(b ObjFlags) bool { return f&b != 0 }
|
||||
@@ -131,25 +131,25 @@ func (f *ObjFlags) Clear(b ObjFlags) { *f &^= b }
|
||||
type CreatureFlags int32
|
||||
|
||||
const (
|
||||
CanHuh CreatureFlags = 0o000001 // creature can confuse
|
||||
CanSee CreatureFlags = 0o000002 // creature can see invisible creatures
|
||||
IsBlind CreatureFlags = 0o000004 // creature is blind
|
||||
IsCanc CreatureFlags = 0o000010 // creature has special qualities cancelled
|
||||
IsLevit CreatureFlags = 0o000010 // hero is levitating
|
||||
IsFound CreatureFlags = 0o000020 // creature has been seen
|
||||
IsGreed CreatureFlags = 0o000040 // creature runs to protect gold
|
||||
IsHaste CreatureFlags = 0o000100 // creature has been hastened
|
||||
IsTarget CreatureFlags = 0o000200 // creature is the target of an 'f' command
|
||||
IsHeld CreatureFlags = 0o000400 // creature has been held
|
||||
IsHuh CreatureFlags = 0o001000 // creature is confused
|
||||
IsInvis CreatureFlags = 0o002000 // creature is invisible
|
||||
IsMean CreatureFlags = 0o004000 // creature can wake when player enters room
|
||||
IsHalu CreatureFlags = 0o004000 // hero is on acid trip
|
||||
IsRegen CreatureFlags = 0o010000 // creature can regenerate
|
||||
IsRun CreatureFlags = 0o020000 // creature is running at the player
|
||||
SeeMonst CreatureFlags = 0o040000 // hero can detect unseen monsters
|
||||
IsFly CreatureFlags = 0o040000 // creature can fly
|
||||
IsSlow CreatureFlags = 0o100000 // creature has been slowed
|
||||
CanConfuse CreatureFlags = 0o000001 // CANHUH: creature can confuse
|
||||
CanSeeInvisible CreatureFlags = 0o000002 // CANSEE: creature can see invisible creatures
|
||||
Blind CreatureFlags = 0o000004 // ISBLIND: creature is blind
|
||||
Cancelled CreatureFlags = 0o000010 // ISCANC: creature has special qualities cancelled
|
||||
Levitating CreatureFlags = 0o000010 // ISLEVIT: hero is levitating
|
||||
Found CreatureFlags = 0o000020 // ISFOUND: creature has been seen
|
||||
Greedy CreatureFlags = 0o000040 // ISGREED: creature runs to protect gold
|
||||
Hasted CreatureFlags = 0o000100 // ISHASTE: creature has been hastened
|
||||
Targeted CreatureFlags = 0o000200 // ISTARGET: creature is the target of an 'f' command
|
||||
Held CreatureFlags = 0o000400 // ISHELD: creature has been held
|
||||
Confused CreatureFlags = 0o001000 // ISHUH: creature is confused
|
||||
Invisible CreatureFlags = 0o002000 // ISINVIS: creature is invisible
|
||||
Mean CreatureFlags = 0o004000 // ISMEAN: creature can wake when player enters room
|
||||
Hallucinating CreatureFlags = 0o004000 // ISHALU: hero is on acid trip
|
||||
Regenerates CreatureFlags = 0o010000 // ISREGEN: creature can regenerate
|
||||
Awake CreatureFlags = 0o020000 // ISRUN: creature is running at the player
|
||||
SenseMonsters CreatureFlags = 0o040000 // SEEMONST: hero can detect unseen monsters
|
||||
Flying CreatureFlags = 0o040000 // ISFLY: creature can fly
|
||||
Slowed CreatureFlags = 0o100000 // ISSLOW: creature has been slowed
|
||||
)
|
||||
|
||||
func (f CreatureFlags) Has(b CreatureFlags) bool { return f&b != 0 }
|
||||
@@ -160,13 +160,13 @@ func (f *CreatureFlags) Clear(b CreatureFlags) { *f &^= b }
|
||||
type PlaceFlags uint8
|
||||
|
||||
const (
|
||||
FPass PlaceFlags = 0x80 // is a passageway
|
||||
FSeen PlaceFlags = 0x40 // have seen this spot before
|
||||
FDropped PlaceFlags = 0x20 // object was dropped here
|
||||
FLocked PlaceFlags = 0x20 // door is locked
|
||||
FReal PlaceFlags = 0x10 // what you see is what you get
|
||||
FPNum PlaceFlags = 0x0f // passage number mask
|
||||
FTMask PlaceFlags = 0x07 // trap number mask
|
||||
FPassage PlaceFlags = 0x80 // F_PASS: is a passageway
|
||||
FSeen PlaceFlags = 0x40 // have seen this spot before
|
||||
FDropped PlaceFlags = 0x20 // object was dropped here
|
||||
FLocked PlaceFlags = 0x20 // door is locked
|
||||
FReal PlaceFlags = 0x10 // what you see is what you get
|
||||
FPassNum PlaceFlags = 0x0f // F_PNUM: passage number mask
|
||||
FTrapMask PlaceFlags = 0x07 // F_TMASK: trap number mask
|
||||
)
|
||||
|
||||
func (f PlaceFlags) Has(b PlaceFlags) bool { return f&b != 0 }
|
||||
@@ -175,123 +175,123 @@ func (f *PlaceFlags) Clear(b PlaceFlags) { *f &^= b }
|
||||
|
||||
// Trap types (rogue.h)
|
||||
const (
|
||||
TDoor = 0
|
||||
TArrow = 1
|
||||
TSleep = 2
|
||||
TBear = 3
|
||||
TTelep = 4
|
||||
TDart = 5
|
||||
TRust = 6
|
||||
TMyst = 7
|
||||
NTraps = 8
|
||||
TrapDoor = 0
|
||||
TrapArrow = 1
|
||||
TrapSleep = 2
|
||||
TrapBear = 3
|
||||
TrapTeleport = 4
|
||||
TrapDart = 5
|
||||
TrapRust = 6
|
||||
TrapMystery = 7
|
||||
NumTrapTypes = 8
|
||||
)
|
||||
|
||||
// Potion types (rogue.h)
|
||||
const (
|
||||
PConfuse = iota
|
||||
PLSD
|
||||
PPoison
|
||||
PStrength
|
||||
PSeeInvis
|
||||
PHealing
|
||||
PMFind
|
||||
PTFind
|
||||
PRaise
|
||||
PXHeal
|
||||
PHaste
|
||||
PRestore
|
||||
PBlind
|
||||
PLevit
|
||||
MaxPotions
|
||||
PotionConfusion = iota
|
||||
PotionLSD
|
||||
PotionPoison
|
||||
PotionGainStrength
|
||||
PotionSeeInvisible
|
||||
PotionHealing
|
||||
PotionDetectMonsters
|
||||
PotionDetectMagic
|
||||
PotionRaiseLevel
|
||||
PotionExtraHealing
|
||||
PotionHaste
|
||||
PotionRestoreStrength
|
||||
PotionBlindness
|
||||
PotionLevitation
|
||||
NumPotionTypes
|
||||
)
|
||||
|
||||
// Scroll types (rogue.h)
|
||||
const (
|
||||
SConfuse = iota
|
||||
SMap
|
||||
SHold
|
||||
SSleep
|
||||
SArmor
|
||||
SIDPotion
|
||||
SIDScroll
|
||||
SIDWeapon
|
||||
SIDArmor
|
||||
SIDRorS
|
||||
SScare
|
||||
SFDet
|
||||
STelep
|
||||
SEnch
|
||||
SCreate
|
||||
SRemove
|
||||
SAggr
|
||||
SProtect
|
||||
MaxScrolls
|
||||
ScrollMonsterConfusion = iota
|
||||
ScrollMagicMapping
|
||||
ScrollHoldMonster
|
||||
ScrollSleep
|
||||
ScrollEnchantArmor
|
||||
ScrollIdentifyPotion
|
||||
ScrollIdentifyScroll
|
||||
ScrollIdentifyWeapon
|
||||
ScrollIdentifyArmor
|
||||
ScrollIdentifyRingOrStick
|
||||
ScrollScareMonster
|
||||
ScrollFoodDetection
|
||||
ScrollTeleportation
|
||||
ScrollEnchantWeapon
|
||||
ScrollCreateMonster
|
||||
ScrollRemoveCurse
|
||||
ScrollAggravateMonsters
|
||||
ScrollProtectArmor
|
||||
NumScrollTypes
|
||||
)
|
||||
|
||||
// Weapon types (rogue.h)
|
||||
const (
|
||||
Mace = iota
|
||||
Sword
|
||||
Bow
|
||||
Arrow
|
||||
Dagger
|
||||
TwoSword
|
||||
Dart
|
||||
Shiraken
|
||||
Spear
|
||||
Flame // fake entry for dragon breath (ick)
|
||||
MaxWeapons = Flame
|
||||
WeaponMace = iota
|
||||
WeaponLongSword
|
||||
WeaponBow
|
||||
WeaponArrow
|
||||
WeaponDagger
|
||||
WeaponTwoHandedSword
|
||||
WeaponDart
|
||||
WeaponShuriken
|
||||
WeaponSpear
|
||||
WeaponFlame // fake entry for dragon breath (ick)
|
||||
NumWeaponTypes = WeaponFlame
|
||||
)
|
||||
|
||||
// Armor types (rogue.h)
|
||||
const (
|
||||
Leather = iota
|
||||
RingMail
|
||||
StuddedLeather
|
||||
ScaleMail
|
||||
ChainMail
|
||||
SplintMail
|
||||
BandedMail
|
||||
PlateMail
|
||||
MaxArmors
|
||||
ArmorLeather = iota
|
||||
ArmorRingMail
|
||||
ArmorStuddedLeather
|
||||
ArmorScaleMail
|
||||
ArmorChainMail
|
||||
ArmorSplintMail
|
||||
ArmorBandedMail
|
||||
ArmorPlateMail
|
||||
NumArmorTypes
|
||||
)
|
||||
|
||||
// Ring types (rogue.h)
|
||||
const (
|
||||
RProtect = iota
|
||||
RAddStr
|
||||
RSustStr
|
||||
RSearch
|
||||
RSeeInvis
|
||||
RNop
|
||||
RAggr
|
||||
RAddHit
|
||||
RAddDam
|
||||
RRegen
|
||||
RDigest
|
||||
RTeleport
|
||||
RStealth
|
||||
RSustArm
|
||||
MaxRings
|
||||
RingProtection = iota
|
||||
RingAddStrength
|
||||
RingSustainStrength
|
||||
RingSearching
|
||||
RingSeeInvisible
|
||||
RingAdornment
|
||||
RingAggravateMonsters
|
||||
RingDexterity
|
||||
RingIncreaseDamage
|
||||
RingRegeneration
|
||||
RingSlowDigestion
|
||||
RingTeleportation
|
||||
RingStealth
|
||||
RingMaintainArmor
|
||||
NumRingTypes
|
||||
)
|
||||
|
||||
// Rod/Wand/Staff types (rogue.h)
|
||||
const (
|
||||
WsLight = iota
|
||||
WsInvis
|
||||
WsElect
|
||||
WsFire
|
||||
WsCold
|
||||
WsPolymorph
|
||||
WsMissile
|
||||
WsHasteM
|
||||
WsSlowM
|
||||
WsDrain
|
||||
WsNop
|
||||
WsTelAway
|
||||
WsTelTo
|
||||
WsCancel
|
||||
MaxSticks
|
||||
WandLight = iota
|
||||
WandInvisibility
|
||||
WandLightning
|
||||
WandFire
|
||||
WandCold
|
||||
WandPolymorph
|
||||
WandMagicMissile
|
||||
WandHasteMonster
|
||||
WandSlowMonster
|
||||
WandDrainLife
|
||||
WandNothing
|
||||
WandTeleportAway
|
||||
WandTeleportTo
|
||||
WandCancellation
|
||||
NumWandTypes
|
||||
)
|
||||
|
||||
// Coord is a position on the level (rogue.h coord). A value type: the C
|
||||
|
||||
@@ -122,21 +122,21 @@ func (g *RogueGame) wield() {
|
||||
}
|
||||
|
||||
// initWeaps is the weapons.c init_dam[] table.
|
||||
var initWeaps = [MaxWeapons]struct {
|
||||
var initWeaps = [NumWeaponTypes]struct {
|
||||
dam string // damage when wielded
|
||||
hrl string // damage when thrown
|
||||
launch int // launching weapon
|
||||
flags ObjFlags
|
||||
}{
|
||||
{"2x4", "1x3", noWeapon, 0}, // Mace
|
||||
{"3x4", "1x2", noWeapon, 0}, // Long sword
|
||||
{"1x1", "1x1", noWeapon, 0}, // Bow
|
||||
{"1x1", "2x3", Bow, IsMany | IsMissl}, // Arrow
|
||||
{"1x6", "1x4", noWeapon, IsMissl}, // Dagger
|
||||
{"4x4", "1x2", noWeapon, 0}, // 2h sword
|
||||
{"1x1", "1x3", noWeapon, IsMany | IsMissl}, // Dart
|
||||
{"1x2", "2x4", noWeapon, IsMany | IsMissl}, // Shuriken
|
||||
{"2x3", "1x6", noWeapon, IsMissl}, // Spear
|
||||
{"2x4", "1x3", noWeapon, 0}, // WeaponMace
|
||||
{"3x4", "1x2", noWeapon, 0}, // Long sword
|
||||
{"1x1", "1x1", noWeapon, 0}, // WeaponBow
|
||||
{"1x1", "2x3", WeaponBow, Stackable | Missile}, // WeaponArrow
|
||||
{"1x6", "1x4", noWeapon, Missile}, // WeaponDagger
|
||||
{"4x4", "1x2", noWeapon, 0}, // 2h sword
|
||||
{"1x1", "1x3", noWeapon, Stackable | Missile}, // WeaponDart
|
||||
{"1x2", "2x4", noWeapon, Stackable | Missile}, // Shuriken
|
||||
{"2x3", "1x6", noWeapon, Missile}, // WeaponSpear
|
||||
}
|
||||
|
||||
// initWeapon sets up a new weapon (weapons.c init_weapon).
|
||||
@@ -150,11 +150,11 @@ func (g *RogueGame) initWeapon(weap *Object, which int) {
|
||||
weap.Flags = iwp.flags
|
||||
weap.HPlus = 0
|
||||
weap.DPlus = 0
|
||||
if which == Dagger {
|
||||
if which == WeaponDagger {
|
||||
weap.Count = g.rnd(4) + 2
|
||||
weap.Group = g.Items.Group
|
||||
g.Items.Group++
|
||||
} else if weap.Flags.Has(IsMany) {
|
||||
} else if weap.Flags.Has(Stackable) {
|
||||
weap.Count = g.rnd(8) + 8
|
||||
weap.Group = g.Items.Group
|
||||
g.Items.Group++
|
||||
|
||||
@@ -27,7 +27,7 @@ func (g *RogueGame) createObj() {
|
||||
bless := g.readchar()
|
||||
g.Msgs.Mpos = 0
|
||||
if bless == '-' {
|
||||
obj.Flags.Set(IsCursed)
|
||||
obj.Flags.Set(Cursed)
|
||||
}
|
||||
if obj.Type == Weapon {
|
||||
g.initWeapon(obj, obj.Which)
|
||||
@@ -48,18 +48,18 @@ func (g *RogueGame) createObj() {
|
||||
}
|
||||
case obj.Type == Ring:
|
||||
switch obj.Which {
|
||||
case RProtect, RAddStr, RAddHit, RAddDam:
|
||||
case RingProtection, RingAddStrength, RingDexterity, RingIncreaseDamage:
|
||||
g.msg("blessing? (+,-,n)")
|
||||
bless := g.readchar()
|
||||
g.Msgs.Mpos = 0
|
||||
if bless == '-' {
|
||||
obj.Flags.Set(IsCursed)
|
||||
obj.Flags.Set(Cursed)
|
||||
obj.Arm = -1
|
||||
} else {
|
||||
obj.Arm = g.rnd(2) + 1
|
||||
}
|
||||
case RAggr, RTeleport:
|
||||
obj.Flags.Set(IsCursed)
|
||||
case RingAggravateMonsters, RingTeleportation:
|
||||
obj.Flags.Set(Cursed)
|
||||
}
|
||||
case obj.Type == Stick:
|
||||
g.fixStick(obj)
|
||||
@@ -131,7 +131,7 @@ func (g *RogueGame) whatis(insist bool, typ int) {
|
||||
case Stick:
|
||||
setKnow(obj, g.Items.Sticks[:])
|
||||
case Weapon, Armor:
|
||||
obj.Flags.Set(IsKnow)
|
||||
obj.Flags.Set(Known)
|
||||
case Ring:
|
||||
setKnow(obj, g.Items.Rings[:])
|
||||
}
|
||||
@@ -142,7 +142,7 @@ func (g *RogueGame) whatis(insist bool, typ int) {
|
||||
// set_know).
|
||||
func setKnow(obj *Object, info []ObjInfo) {
|
||||
info[obj.Which].Know = true
|
||||
obj.Flags.Set(IsKnow)
|
||||
obj.Flags.Set(Known)
|
||||
info[obj.Which].Guess = ""
|
||||
}
|
||||
|
||||
@@ -187,8 +187,8 @@ func (g *RogueGame) teleport() {
|
||||
g.mvaddch(p.Pos.Y, p.Pos.X, PlayerCh)
|
||||
// turn off ISHELD in case teleportation was done while fighting a
|
||||
// Flytrap
|
||||
if p.On(IsHeld) {
|
||||
p.Flags.Clear(IsHeld)
|
||||
if p.On(Held) {
|
||||
p.Flags.Clear(Held)
|
||||
p.VfHit = 0
|
||||
g.Monsters['F'-'A'].Stats.Dmg = "000x0"
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user