Rename movement/world methods to idiomatic Go; remove all gotos
Refactor step 4. Renames (C breadcrumbs kept in doc comments): doMove→moveHero, beTrapped→springTrap, rndmove→randomStep, doRooms→digRooms, doPassages→digPassages, doMaze→digMaze, chgStr→changeStrength, doRun→startRun, moveStuff→finishMove, turnref→turnRefresh, moveMonst→moveMonster, doChase→chaseStep, setOldch→setOldChar, cansee→canSee, roomin→roomIn, runto→runTo, conn→connectRooms, putpass→putPassage, passnum→numberPassages, numpass→numberPassage, rndPos→randomPos, rndRoom→randomRoom, treasRoom→treasureRoom, accntMaze→accountMaze. All goto/label flows are gone: moveHero uses a retry loop with the PASSGO corner logic extracted into passageTurn; dispatch re-dispatches via a loop; chaseStep re-checks via a loop; saveGame uses a labeled prompt loop. Control flow and RNG call order are unchanged; suite green.
This commit is contained in:
53
TODO.md
53
TODO.md
@@ -29,14 +29,26 @@ Refactor ground rules:
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# Next Step
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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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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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# Completed Steps
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- 2026-07-07 Refactor step 4 (refactor/movement-renames): movement/world
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renames (doMove→moveHero, beTrapped→springTrap, rndmove→randomStep,
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doRooms/doPassages/doMaze→digRooms/digPassages/digMaze,
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chgStr→changeStrength, doRun→startRun, moveStuff→finishMove,
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turnref→turnRefresh, moveMonst→moveMonster, doChase→chaseStep,
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setOldch→setOldChar, cansee→canSee, roomin→roomIn, runto→runTo,
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conn→connectRooms, putpass→putPassage, passnum→numberPassages,
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numpass→numberPassage, rndPos→randomPos, rndRoom→randomRoom,
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treasRoom→treasureRoom, accntMaze→accountMaze); all goto/label flows
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replaced with loops (moveHero retry loop + extracted passageTurn,
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dispatch re-dispatch loop, chaseStep passage loop, saveGame labeled
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prompt loop); C breadcrumbs kept in doc comments.
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- 2026-07-07 Lint adoption finished (refactor/no-package-globals): all
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37 package-level vars moved into `gameData` (built by `newGameData`,
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hung on RogueGame as `g.data`, set in NewGame and Restore); ObjectKind
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@@ -98,41 +110,36 @@ dispatch, and saveGame in favor of loops and helpers.
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# Future Steps
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1. 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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2. Refactor step 6: extract types from the god object — MessageLine
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1. 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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3. Refactor step 7: effects dispatch — the giant quaff/readScroll/doZap
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2. 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. This step also
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clears the outstanding cyclop/gocognit/nestif lint findings.
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4. Refactor step 8: constructor and style pass per the house
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3. 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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5. Docs refresh: update ARCHITECTURE.md Part 2 and README.md for the
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4. 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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6. Playtest hardening pass: play several full games with the tcell
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5. 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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7. Verify the seed-compatibility claim against the C reference on
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6. 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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8. Broaden unit test coverage where playtesting finds thin spots
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7. Broaden unit test coverage where playtesting finds thin spots
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(rings, sticks, wizard commands).
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9. Tag a release once a full game (Amulet retrieval and score entry)
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8. Tag a release once a full game (Amulet retrieval and score entry)
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completes without defects.
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10. 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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11. Note: this repo is exempt from the standard policy scaffold. Do not
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9. 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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10. 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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135
game/chase.go
135
game/chase.go
@@ -13,12 +13,12 @@ func (g *RogueGame) runners(int) {
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origPos := tp.Pos
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wastarget := tp.On(Targeted)
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if g.moveMonst(tp) == -1 {
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if g.moveMonster(tp) == -1 {
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continue
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}
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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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if g.moveMonster(tp) == -1 {
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continue
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}
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}
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@@ -37,17 +37,17 @@ func (g *RogueGame) runners(int) {
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}
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}
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// moveMonst executes a single turn of running for a monster (chase.c
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// moveMonster 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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func (g *RogueGame) moveMonster(tp *Monster) int {
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if !tp.On(Slowed) || tp.Turn {
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if g.doChase(tp) == -1 {
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if g.chaseStep(tp) == -1 {
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return -1
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}
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}
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if tp.On(Hasted) {
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if g.doChase(tp) == -1 {
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if g.chaseStep(tp) == -1 {
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return -1
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}
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}
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@@ -62,8 +62,8 @@ func (g *RogueGame) moveMonst(tp *Monster) int {
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func (g *RogueGame) relocate(th *Monster, newLoc Coord) {
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if newLoc != th.Pos {
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g.mvaddch(th.Pos.Y, th.Pos.X, th.OldCh)
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th.Room = g.roomin(newLoc)
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g.setOldch(th, newLoc)
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th.Room = g.roomIn(newLoc)
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g.setOldChar(th, newLoc)
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oroom := th.Room
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g.Level.SetMonsterAt(th.Pos.Y, th.Pos.X, nil)
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@@ -86,9 +86,9 @@ func (g *RogueGame) relocate(th *Monster, newLoc Coord) {
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}
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}
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// doChase makes one thing chase another (chase.c do_chase). Returns -1 if
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// the chaser died in the attempt.
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func (g *RogueGame) doChase(th *Monster) int {
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// chaseStep makes one thing chase another (chase.c do_chase). Returns -1
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// if the chaser died in the attempt.
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func (g *RogueGame) chaseStep(th *Monster) int {
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p := &g.Player
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stoprun := false // true means we are there
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mindist := 32767
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@@ -102,59 +102,62 @@ func (g *RogueGame) doChase(th *Monster) int {
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if th.Dest == &p.Pos {
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ree = p.Room
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} else {
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ree = g.roomin(*th.Dest)
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ree = g.roomIn(*th.Dest)
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}
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// We don't count doors as inside rooms for this routine
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door := g.Level.Char(th.Pos.Y, th.Pos.X) == Door
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var this Coord
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over:
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// If the object of our desire is in a different room, and we are not
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// in a corridor, run to the door nearest to our goal.
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if rer != ree {
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for i := range rer.Exits {
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curdist := distCp(*th.Dest, rer.Exits[i])
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if curdist < mindist {
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this = rer.Exits[i]
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mindist = curdist
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for {
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// If the object of our desire is in a different room, and we are
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// not in a corridor, run to the door nearest to our goal.
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if rer != ree {
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for i := range rer.Exits {
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curdist := distCp(*th.Dest, rer.Exits[i])
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if curdist < mindist {
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this = rer.Exits[i]
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mindist = curdist
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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)&FPassNum]
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door = false
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continue // the C goto over: redo with the passage as room
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}
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} else {
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this = *th.Dest
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// For dragons check and see if (a) the hero is on a straight
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// line from it, and (b) that it is within shooting distance,
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// but outside of striking range.
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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(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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g.endmsg()
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}
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g.fireBolt(th.Pos, &g.Delta, "flame")
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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(Targeted) {
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g.ToDeath = false
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g.Kamikaze = false
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}
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return 0
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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)&FPassNum]
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door = false
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goto over
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}
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} else {
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this = *th.Dest
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// For dragons check and see if (a) the hero is on a straight line
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// from it, and (b) that it is within shooting distance, but
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// outside of striking range.
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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(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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g.endmsg()
|
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}
|
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|
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g.fireBolt(th.Pos, &g.Delta, "flame")
|
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g.Running = false
|
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g.Count = 0
|
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|
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g.Quiet = 0
|
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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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|
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return 0
|
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}
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break
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}
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// This now contains what we want to run to this time so we run to it.
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// If we hit it we either want to fight it or stop running
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@@ -214,7 +217,7 @@ func (g *RogueGame) chase(tp *Monster, ee Coord) bool {
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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) {
|
||||
// get a valid random move
|
||||
g.chRet = g.rndmove(&tp.Creature)
|
||||
g.chRet = g.randomStep(&tp.Creature)
|
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curdist = distCp(g.chRet, ee)
|
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// Small chance that it will become un-confused
|
||||
if g.rnd(20) == 0 {
|
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@@ -294,8 +297,8 @@ func (g *RogueGame) chase(tp *Monster, ee Coord) bool {
|
||||
return curdist != 0 && g.chRet != p.Pos
|
||||
}
|
||||
|
||||
// setOldch sets the oldch character for the monster (chase.c set_oldch).
|
||||
func (g *RogueGame) setOldch(tp *Monster, cp Coord) {
|
||||
// setOldChar sets the oldch character for the monster (chase.c set_oldch).
|
||||
func (g *RogueGame) setOldChar(tp *Monster, cp Coord) {
|
||||
if tp.Pos == cp {
|
||||
return
|
||||
}
|
||||
@@ -341,8 +344,8 @@ func (g *RogueGame) seeMonst(mp *Monster) bool {
|
||||
return !mp.Room.Flags.Has(Dark)
|
||||
}
|
||||
|
||||
// runto sets a monster running after the hero (chase.c runto).
|
||||
func (g *RogueGame) runto(runner Coord) {
|
||||
// runTo sets a monster running after the hero (chase.c runto).
|
||||
func (g *RogueGame) runTo(runner Coord) {
|
||||
tp := g.Level.MonsterAt(runner.Y, runner.X)
|
||||
if tp == nil {
|
||||
return
|
||||
@@ -353,9 +356,9 @@ func (g *RogueGame) runto(runner Coord) {
|
||||
tp.Dest = g.findDest(tp)
|
||||
}
|
||||
|
||||
// roomin finds what room some coordinates are in; nil means they aren't in
|
||||
// roomIn finds what room some coordinates are in; nil means they aren't in
|
||||
// any room (chase.c roomin).
|
||||
func (g *RogueGame) roomin(cp Coord) *Room {
|
||||
func (g *RogueGame) roomIn(cp Coord) *Room {
|
||||
fp := *g.Level.FlagsAt(cp.Y, cp.X)
|
||||
if fp.Has(FPassage) {
|
||||
return &g.Level.Passages[fp&FPassNum]
|
||||
@@ -387,9 +390,9 @@ func (g *RogueGame) diagOk(sp, ep Coord) bool {
|
||||
return stepOk(g.Level.Char(ep.Y, sp.X)) && stepOk(g.Level.Char(sp.Y, ep.X))
|
||||
}
|
||||
|
||||
// cansee returns true if the hero can see a certain coordinate (chase.c
|
||||
// canSee returns true if the hero can see a certain coordinate (chase.c
|
||||
// cansee).
|
||||
func (g *RogueGame) cansee(y, x int) bool {
|
||||
func (g *RogueGame) canSee(y, x int) bool {
|
||||
p := &g.Player
|
||||
if p.On(Blind) {
|
||||
return false
|
||||
@@ -408,7 +411,7 @@ func (g *RogueGame) cansee(y, x int) bool {
|
||||
}
|
||||
// We can only see if the hero is in the same room as the coordinate
|
||||
// and the room is lit, or if it is close.
|
||||
rer := g.roomin(Coord{X: x, Y: y})
|
||||
rer := g.roomIn(Coord{X: x, Y: y})
|
||||
|
||||
return rer == p.Room && !rer.Flags.Has(Dark)
|
||||
}
|
||||
@@ -426,7 +429,7 @@ func (g *RogueGame) findDest(tp *Monster) *Coord {
|
||||
continue
|
||||
}
|
||||
|
||||
if g.roomin(obj.Pos) == tp.Room && g.rnd(100) < prob {
|
||||
if g.roomIn(obj.Pos) == tp.Room && g.rnd(100) < prob {
|
||||
claimed := false
|
||||
|
||||
for _, other := range g.Level.Monsters {
|
||||
|
||||
499
game/command.go
499
game/command.go
@@ -151,270 +151,273 @@ func (g *RogueGame) command() {
|
||||
}
|
||||
}
|
||||
|
||||
// dispatch runs one command character (the big switch in command.c,
|
||||
// including its `goto over` re-dispatch).
|
||||
// dispatch runs one command character (the big switch in command.c; the
|
||||
// loop stands in for its `goto over` re-dispatch).
|
||||
func (g *RogueGame) dispatch(ch byte) {
|
||||
p := &g.Player
|
||||
|
||||
over:
|
||||
switch ch {
|
||||
case ',':
|
||||
var found *Object
|
||||
for {
|
||||
switch ch {
|
||||
case ',':
|
||||
var found *Object
|
||||
|
||||
for _, obj := range g.Level.Objects {
|
||||
if obj.Pos.Y == p.Pos.Y && obj.Pos.X == p.Pos.X {
|
||||
found = obj
|
||||
for _, obj := range g.Level.Objects {
|
||||
if obj.Pos.Y == p.Pos.Y && obj.Pos.X == p.Pos.X {
|
||||
found = obj
|
||||
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
if found != nil {
|
||||
if !g.levitCheck() {
|
||||
g.pickUp(found.Kind.Glyph())
|
||||
}
|
||||
} else {
|
||||
if !g.Options.Terse {
|
||||
g.addmsgf("there is ")
|
||||
}
|
||||
|
||||
g.addmsgf("nothing here")
|
||||
|
||||
if !g.Options.Terse {
|
||||
g.addmsgf(" to pick up")
|
||||
}
|
||||
|
||||
g.endmsg()
|
||||
}
|
||||
case '!':
|
||||
g.shell()
|
||||
case 'h':
|
||||
g.moveHero(0, -1)
|
||||
case 'j':
|
||||
g.moveHero(1, 0)
|
||||
case 'k':
|
||||
g.moveHero(-1, 0)
|
||||
case 'l':
|
||||
g.moveHero(0, 1)
|
||||
case 'y':
|
||||
g.moveHero(-1, -1)
|
||||
case 'u':
|
||||
g.moveHero(-1, 1)
|
||||
case 'b':
|
||||
g.moveHero(1, -1)
|
||||
case 'n':
|
||||
g.moveHero(1, 1)
|
||||
case 'H':
|
||||
g.startRun('h')
|
||||
case 'J':
|
||||
g.startRun('j')
|
||||
case 'K':
|
||||
g.startRun('k')
|
||||
case 'L':
|
||||
g.startRun('l')
|
||||
case 'Y':
|
||||
g.startRun('y')
|
||||
case 'U':
|
||||
g.startRun('u')
|
||||
case 'B':
|
||||
g.startRun('b')
|
||||
case 'N':
|
||||
g.startRun('n')
|
||||
case CTRL('H'), CTRL('J'), CTRL('K'), CTRL('L'),
|
||||
CTRL('Y'), CTRL('U'), CTRL('B'), CTRL('N'):
|
||||
if !p.On(Blind) {
|
||||
g.DoorStop = true
|
||||
g.Firstmove = true
|
||||
}
|
||||
|
||||
if g.Count != 0 && !g.newCount {
|
||||
ch = g.direction
|
||||
} else {
|
||||
ch += 'A' - CTRL('A')
|
||||
g.direction = ch
|
||||
}
|
||||
|
||||
continue // the C goto over: re-dispatch as the run command
|
||||
case 'F', 'f':
|
||||
if ch == 'F' {
|
||||
g.Kamikaze = true
|
||||
}
|
||||
|
||||
if !g.getDir() {
|
||||
g.After = false
|
||||
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
if found != nil {
|
||||
if !g.levitCheck() {
|
||||
g.pickUp(found.Kind.Glyph())
|
||||
}
|
||||
} else {
|
||||
if !g.Options.Terse {
|
||||
g.addmsgf("there is ")
|
||||
}
|
||||
|
||||
g.addmsgf("nothing here")
|
||||
|
||||
if !g.Options.Terse {
|
||||
g.addmsgf(" to pick up")
|
||||
}
|
||||
|
||||
g.endmsg()
|
||||
}
|
||||
case '!':
|
||||
g.shell()
|
||||
case 'h':
|
||||
g.doMove(0, -1)
|
||||
case 'j':
|
||||
g.doMove(1, 0)
|
||||
case 'k':
|
||||
g.doMove(-1, 0)
|
||||
case 'l':
|
||||
g.doMove(0, 1)
|
||||
case 'y':
|
||||
g.doMove(-1, -1)
|
||||
case 'u':
|
||||
g.doMove(-1, 1)
|
||||
case 'b':
|
||||
g.doMove(1, -1)
|
||||
case 'n':
|
||||
g.doMove(1, 1)
|
||||
case 'H':
|
||||
g.doRun('h')
|
||||
case 'J':
|
||||
g.doRun('j')
|
||||
case 'K':
|
||||
g.doRun('k')
|
||||
case 'L':
|
||||
g.doRun('l')
|
||||
case 'Y':
|
||||
g.doRun('y')
|
||||
case 'U':
|
||||
g.doRun('u')
|
||||
case 'B':
|
||||
g.doRun('b')
|
||||
case 'N':
|
||||
g.doRun('n')
|
||||
case CTRL('H'), CTRL('J'), CTRL('K'), CTRL('L'),
|
||||
CTRL('Y'), CTRL('U'), CTRL('B'), CTRL('N'):
|
||||
if !p.On(Blind) {
|
||||
g.DoorStop = true
|
||||
g.Firstmove = true
|
||||
}
|
||||
|
||||
if g.Count != 0 && !g.newCount {
|
||||
ch = g.direction
|
||||
} else {
|
||||
ch += 'A' - CTRL('A')
|
||||
g.direction = ch
|
||||
}
|
||||
|
||||
goto over
|
||||
case 'F', 'f':
|
||||
if ch == 'F' {
|
||||
g.Kamikaze = true
|
||||
}
|
||||
|
||||
if !g.getDir() {
|
||||
g.After = false
|
||||
|
||||
break
|
||||
}
|
||||
|
||||
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(SenseMonsters)) {
|
||||
if !g.Options.Terse {
|
||||
g.addmsgf("I see ")
|
||||
}
|
||||
|
||||
g.msg("no monster there")
|
||||
g.After = false
|
||||
} else if g.diagOk(p.Pos, g.Delta) {
|
||||
g.ToDeath = true
|
||||
g.MaxHit = 0
|
||||
|
||||
mp.Flags.Set(Targeted)
|
||||
|
||||
g.RunCh = g.DirCh
|
||||
ch = g.DirCh
|
||||
|
||||
goto over
|
||||
}
|
||||
case 't':
|
||||
if !g.getDir() {
|
||||
g.After = false
|
||||
} else {
|
||||
g.missile(g.Delta.Y, g.Delta.X)
|
||||
}
|
||||
case 'a':
|
||||
if g.LastComm == 0 {
|
||||
g.msg("you haven't typed a command yet")
|
||||
g.After = false
|
||||
} else {
|
||||
ch = g.LastComm
|
||||
g.Again = true
|
||||
|
||||
goto over
|
||||
}
|
||||
case 'q':
|
||||
g.quaff()
|
||||
case 'Q':
|
||||
g.After = false
|
||||
g.QComm = true
|
||||
g.quit(0)
|
||||
g.QComm = false
|
||||
case 'i':
|
||||
g.After = false
|
||||
g.inventory(p.Pack, 0)
|
||||
case 'I':
|
||||
g.After = false
|
||||
g.pickyInven()
|
||||
case 'd':
|
||||
g.dropIt()
|
||||
case 'r':
|
||||
g.readScroll()
|
||||
case 'e':
|
||||
g.eat()
|
||||
case 'w':
|
||||
g.wield()
|
||||
case 'W':
|
||||
g.wear()
|
||||
case 'T':
|
||||
g.takeOff()
|
||||
case 'P':
|
||||
g.ringOn()
|
||||
case 'R':
|
||||
g.ringOff()
|
||||
case 'o':
|
||||
g.option()
|
||||
g.After = false
|
||||
case 'c':
|
||||
g.call()
|
||||
g.After = false
|
||||
case '>':
|
||||
g.After = false
|
||||
g.dLevel()
|
||||
case '<':
|
||||
g.After = false
|
||||
g.uLevel()
|
||||
case '?':
|
||||
g.After = false
|
||||
g.help()
|
||||
case '/':
|
||||
g.After = false
|
||||
g.identify()
|
||||
case 's':
|
||||
g.search()
|
||||
case 'z':
|
||||
if g.getDir() {
|
||||
g.doZap()
|
||||
} else {
|
||||
g.After = false
|
||||
}
|
||||
case 'D':
|
||||
g.After = false
|
||||
g.discovered()
|
||||
case CTRL('P'):
|
||||
g.After = false
|
||||
g.msg("%s", g.Msgs.Huh)
|
||||
case CTRL('R'):
|
||||
g.After = false
|
||||
g.refresh()
|
||||
case 'v':
|
||||
g.After = false
|
||||
g.msg("version %s. (mctesq was here)", Release)
|
||||
case 'S':
|
||||
g.After = false
|
||||
g.saveGame()
|
||||
case '.':
|
||||
// rest command
|
||||
case ' ':
|
||||
g.After = false // "legal" illegal command
|
||||
case '^':
|
||||
g.After = false
|
||||
if g.getDir() {
|
||||
g.Delta.Y += p.Pos.Y
|
||||
g.Delta.X += p.Pos.X
|
||||
|
||||
fp := g.Level.FlagsAt(g.Delta.Y, g.Delta.X)
|
||||
if !g.Options.Terse {
|
||||
g.addmsgf("You have found ")
|
||||
}
|
||||
mp := g.Level.MonsterAt(g.Delta.Y, g.Delta.X)
|
||||
if mp == nil || (!g.seeMonst(mp) && !p.On(SenseMonsters)) {
|
||||
if !g.Options.Terse {
|
||||
g.addmsgf("I see ")
|
||||
}
|
||||
|
||||
switch {
|
||||
case g.Level.Char(g.Delta.Y, g.Delta.X) != Trap:
|
||||
g.msg("no trap there")
|
||||
case p.On(Hallucinating):
|
||||
g.msg("%s", g.data.trName[g.rnd(NumTrapTypes)])
|
||||
default:
|
||||
g.msg("%s", g.data.trName[*fp&FTrapMask])
|
||||
fp.Set(FSeen)
|
||||
g.msg("no monster there")
|
||||
g.After = false
|
||||
} else if g.diagOk(p.Pos, g.Delta) {
|
||||
g.ToDeath = true
|
||||
g.MaxHit = 0
|
||||
|
||||
mp.Flags.Set(Targeted)
|
||||
|
||||
g.RunCh = g.DirCh
|
||||
ch = g.DirCh
|
||||
|
||||
continue // the C goto over: fight by running at it
|
||||
}
|
||||
}
|
||||
case Escape: // escape
|
||||
g.DoorStop = false
|
||||
g.Count = 0
|
||||
g.After = false
|
||||
g.Again = false
|
||||
case 'm':
|
||||
g.MoveOn = true
|
||||
if !g.getDir() {
|
||||
case 't':
|
||||
if !g.getDir() {
|
||||
g.After = false
|
||||
} else {
|
||||
g.missile(g.Delta.Y, g.Delta.X)
|
||||
}
|
||||
case 'a':
|
||||
if g.LastComm == 0 {
|
||||
g.msg("you haven't typed a command yet")
|
||||
g.After = false
|
||||
} else {
|
||||
ch = g.LastComm
|
||||
g.Again = true
|
||||
|
||||
continue // the C goto over: replay the last command
|
||||
}
|
||||
case 'q':
|
||||
g.quaff()
|
||||
case 'Q':
|
||||
g.After = false
|
||||
} else {
|
||||
ch = g.DirCh
|
||||
g.countCh = g.DirCh
|
||||
g.QComm = true
|
||||
g.quit(0)
|
||||
g.QComm = false
|
||||
case 'i':
|
||||
g.After = false
|
||||
g.inventory(p.Pack, 0)
|
||||
case 'I':
|
||||
g.After = false
|
||||
g.pickyInven()
|
||||
case 'd':
|
||||
g.dropIt()
|
||||
case 'r':
|
||||
g.readScroll()
|
||||
case 'e':
|
||||
g.eat()
|
||||
case 'w':
|
||||
g.wield()
|
||||
case 'W':
|
||||
g.wear()
|
||||
case 'T':
|
||||
g.takeOff()
|
||||
case 'P':
|
||||
g.ringOn()
|
||||
case 'R':
|
||||
g.ringOff()
|
||||
case 'o':
|
||||
g.option()
|
||||
g.After = false
|
||||
case 'c':
|
||||
g.call()
|
||||
g.After = false
|
||||
case '>':
|
||||
g.After = false
|
||||
g.dLevel()
|
||||
case '<':
|
||||
g.After = false
|
||||
g.uLevel()
|
||||
case '?':
|
||||
g.After = false
|
||||
g.help()
|
||||
case '/':
|
||||
g.After = false
|
||||
g.identify()
|
||||
case 's':
|
||||
g.search()
|
||||
case 'z':
|
||||
if g.getDir() {
|
||||
g.doZap()
|
||||
} else {
|
||||
g.After = false
|
||||
}
|
||||
case 'D':
|
||||
g.After = false
|
||||
g.discovered()
|
||||
case CTRL('P'):
|
||||
g.After = false
|
||||
g.msg("%s", g.Msgs.Huh)
|
||||
case CTRL('R'):
|
||||
g.After = false
|
||||
g.refresh()
|
||||
case 'v':
|
||||
g.After = false
|
||||
g.msg("version %s. (mctesq was here)", Release)
|
||||
case 'S':
|
||||
g.After = false
|
||||
g.saveGame()
|
||||
case '.':
|
||||
// rest command
|
||||
case ' ':
|
||||
g.After = false // "legal" illegal command
|
||||
case '^':
|
||||
g.After = false
|
||||
if g.getDir() {
|
||||
g.Delta.Y += p.Pos.Y
|
||||
g.Delta.X += p.Pos.X
|
||||
|
||||
goto over
|
||||
}
|
||||
case ')':
|
||||
g.current(p.CurWeapon, "wielding", "")
|
||||
case ']':
|
||||
g.current(p.CurArmor, "wearing", "")
|
||||
case '=':
|
||||
g.current(p.CurRing[Left], "wearing",
|
||||
g.chooseTerse("(L)", "on left hand"))
|
||||
g.current(p.CurRing[Right], "wearing",
|
||||
g.chooseTerse("(R)", "on right hand"))
|
||||
case '@':
|
||||
g.StatMsg = true
|
||||
g.status()
|
||||
g.StatMsg = false
|
||||
g.After = false
|
||||
default:
|
||||
g.After = false
|
||||
if g.Wizard {
|
||||
g.wizardCommand(ch)
|
||||
} else {
|
||||
g.illcom(ch)
|
||||
fp := g.Level.FlagsAt(g.Delta.Y, g.Delta.X)
|
||||
if !g.Options.Terse {
|
||||
g.addmsgf("You have found ")
|
||||
}
|
||||
|
||||
switch {
|
||||
case g.Level.Char(g.Delta.Y, g.Delta.X) != Trap:
|
||||
g.msg("no trap there")
|
||||
case p.On(Hallucinating):
|
||||
g.msg("%s", g.data.trName[g.rnd(NumTrapTypes)])
|
||||
default:
|
||||
g.msg("%s", g.data.trName[*fp&FTrapMask])
|
||||
fp.Set(FSeen)
|
||||
}
|
||||
}
|
||||
case Escape: // escape
|
||||
g.DoorStop = false
|
||||
g.Count = 0
|
||||
g.After = false
|
||||
g.Again = false
|
||||
case 'm':
|
||||
g.MoveOn = true
|
||||
if !g.getDir() {
|
||||
g.After = false
|
||||
} else {
|
||||
ch = g.DirCh
|
||||
g.countCh = g.DirCh
|
||||
|
||||
continue // the C goto over: move onto it without pickup
|
||||
}
|
||||
case ')':
|
||||
g.current(p.CurWeapon, "wielding", "")
|
||||
case ']':
|
||||
g.current(p.CurArmor, "wearing", "")
|
||||
case '=':
|
||||
g.current(p.CurRing[Left], "wearing",
|
||||
g.chooseTerse("(L)", "on left hand"))
|
||||
g.current(p.CurRing[Right], "wearing",
|
||||
g.chooseTerse("(R)", "on right hand"))
|
||||
case '@':
|
||||
g.StatMsg = true
|
||||
g.status()
|
||||
g.StatMsg = false
|
||||
g.After = false
|
||||
default:
|
||||
g.After = false
|
||||
if g.Wizard {
|
||||
g.wizardCommand(ch)
|
||||
} else {
|
||||
g.illcom(ch)
|
||||
}
|
||||
}
|
||||
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -212,7 +212,7 @@ func (g *RogueGame) comeDown(int) {
|
||||
|
||||
// undo the things
|
||||
for _, tp := range g.Level.Objects {
|
||||
if g.cansee(tp.Pos.Y, tp.Pos.X) {
|
||||
if g.canSee(tp.Pos.Y, tp.Pos.X) {
|
||||
g.mvaddch(tp.Pos.Y, tp.Pos.X, tp.Kind.Glyph())
|
||||
}
|
||||
}
|
||||
@@ -223,7 +223,7 @@ func (g *RogueGame) comeDown(int) {
|
||||
for _, tp := range g.Level.Monsters {
|
||||
g.move(tp.Pos.Y, tp.Pos.X)
|
||||
|
||||
if g.cansee(tp.Pos.Y, tp.Pos.X) {
|
||||
if g.canSee(tp.Pos.Y, tp.Pos.X) {
|
||||
if !tp.On(Invisible) || p.On(CanSeeInvisible) {
|
||||
g.addch(tp.Disguise)
|
||||
} else {
|
||||
@@ -248,13 +248,13 @@ func (g *RogueGame) visuals(int) {
|
||||
}
|
||||
// change the things
|
||||
for _, tp := range g.Level.Objects {
|
||||
if g.cansee(tp.Pos.Y, tp.Pos.X) {
|
||||
if g.canSee(tp.Pos.Y, tp.Pos.X) {
|
||||
g.mvaddch(tp.Pos.Y, tp.Pos.X, g.rndThing())
|
||||
}
|
||||
}
|
||||
|
||||
// change the stairs
|
||||
if !g.SeenStairs && g.cansee(g.Level.Stairs.Y, g.Level.Stairs.X) {
|
||||
if !g.SeenStairs && g.canSee(g.Level.Stairs.Y, g.Level.Stairs.X) {
|
||||
g.mvaddch(g.Level.Stairs.Y, g.Level.Stairs.X, g.rndThing())
|
||||
}
|
||||
|
||||
|
||||
@@ -10,7 +10,7 @@ func mkGameInput(t *testing.T) *RogueGame {
|
||||
g := NewGame(Config{Seed: 5, Term: &testTerm{}})
|
||||
g.NewLevel()
|
||||
g.Oldpos = g.Player.Pos
|
||||
g.Oldrp = g.roomin(g.Player.Pos)
|
||||
g.Oldrp = g.roomIn(g.Player.Pos)
|
||||
|
||||
return g
|
||||
}
|
||||
|
||||
@@ -47,7 +47,7 @@ func (g *RogueGame) fight(mp Coord, weap *Object, thrown bool) bool {
|
||||
// place.
|
||||
g.Count = 0
|
||||
g.Quiet = 0
|
||||
g.runto(mp)
|
||||
g.runTo(mp)
|
||||
// Let him know it was really a xeroc (if it was one).
|
||||
if tp.Type == 'X' && tp.Disguise != 'X' && !p.On(Blind) {
|
||||
tp.Disguise = 'X'
|
||||
@@ -182,7 +182,7 @@ func (g *RogueGame) attack(mp *Monster) int {
|
||||
// Rattlesnakes have poisonous bites
|
||||
if !g.save(VsPoison) {
|
||||
if !p.IsWearing(RingSustainStrength) {
|
||||
g.chgStr(-1)
|
||||
g.changeStrength(-1)
|
||||
|
||||
if !g.Options.Terse {
|
||||
g.msg("you feel a bite in your leg and now feel weaker")
|
||||
|
||||
@@ -10,7 +10,7 @@ func mkGame(t *testing.T, seed int32) *RogueGame {
|
||||
g := NewGame(Config{Seed: seed, Term: &testTerm{}})
|
||||
g.NewLevel()
|
||||
g.Oldpos = g.Player.Pos
|
||||
g.Oldrp = g.roomin(g.Player.Pos)
|
||||
g.Oldrp = g.roomIn(g.Player.Pos)
|
||||
|
||||
return g
|
||||
}
|
||||
|
||||
@@ -242,7 +242,7 @@ func (g *RogueGame) playit() {
|
||||
|
||||
g.Oldpos = g.Player.Pos
|
||||
|
||||
g.Oldrp = g.roomin(g.Player.Pos)
|
||||
g.Oldrp = g.roomIn(g.Player.Pos)
|
||||
for g.Playing {
|
||||
g.command() // command execution
|
||||
}
|
||||
|
||||
10
game/misc.go
10
game/misc.go
@@ -305,9 +305,9 @@ func (g *RogueGame) checkLevel() {
|
||||
}
|
||||
}
|
||||
|
||||
// chgStr modifies the player's strength, keeping track of the highest it
|
||||
// has been (misc.c chg_str).
|
||||
func (g *RogueGame) chgStr(amt int) {
|
||||
// changeStrength modifies the player's strength, keeping track of the
|
||||
// highest it has been (misc.c chg_str).
|
||||
func (g *RogueGame) changeStrength(amt int) {
|
||||
if amt == 0 {
|
||||
return
|
||||
}
|
||||
@@ -362,10 +362,10 @@ func (g *RogueGame) addHaste(potion bool) bool {
|
||||
|
||||
// aggravate aggravates all the monsters on this level (misc.c aggravate).
|
||||
func (g *RogueGame) aggravate() {
|
||||
// runto() can splice the monster list while we walk it, so iterate a copy.
|
||||
// runTo() can splice the monster list while we walk it, so iterate a copy.
|
||||
monsters := append([]*Monster(nil), g.Level.Monsters...)
|
||||
for _, mp := range monsters {
|
||||
g.runto(mp.Pos)
|
||||
g.runTo(mp.Pos)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -37,7 +37,7 @@ func (g *RogueGame) newMonster(tp *Monster, typ byte, cp Coord) {
|
||||
tp.Pos = cp
|
||||
g.move(cp.Y, cp.X)
|
||||
tp.OldCh = g.inch()
|
||||
tp.Room = g.roomin(cp)
|
||||
tp.Room = g.roomIn(cp)
|
||||
g.Level.SetMonsterAt(cp.Y, cp.X, tp)
|
||||
mp := &g.Monsters[tp.Type-'A']
|
||||
tp.Stats.Lvl = mp.Stats.Lvl + levAdd
|
||||
@@ -57,7 +57,7 @@ func (g *RogueGame) newMonster(tp *Monster, typ byte, cp Coord) {
|
||||
tp.Pack = nil
|
||||
|
||||
if g.Player.IsWearing(RingAggravateMonsters) {
|
||||
g.runto(cp)
|
||||
g.runTo(cp)
|
||||
}
|
||||
|
||||
if typ == 'X' {
|
||||
@@ -92,7 +92,7 @@ func (g *RogueGame) wanderer() {
|
||||
var cp Coord
|
||||
for {
|
||||
cp, _ = g.findFloor(true)
|
||||
if g.roomin(cp) != g.Player.Room {
|
||||
if g.roomIn(cp) != g.Player.Room {
|
||||
break
|
||||
}
|
||||
}
|
||||
@@ -111,7 +111,7 @@ func (g *RogueGame) wanderer() {
|
||||
g.standend()
|
||||
}
|
||||
|
||||
g.runto(tp.Pos)
|
||||
g.runTo(tp.Pos)
|
||||
}
|
||||
|
||||
// wakeMonster is what to do when the hero steps next to a monster
|
||||
|
||||
289
game/move.go
289
game/move.go
@@ -2,16 +2,17 @@ package game
|
||||
|
||||
// move.c — hero movement commands.
|
||||
|
||||
// doRun starts the hero running (move.c do_run).
|
||||
func (g *RogueGame) doRun(ch byte) {
|
||||
// startRun starts the hero running (move.c do_run).
|
||||
func (g *RogueGame) startRun(ch byte) {
|
||||
g.Running = true
|
||||
g.After = false
|
||||
g.RunCh = ch
|
||||
}
|
||||
|
||||
// doMove checks that a move is legal and handles the consequences —
|
||||
// fighting, picking up, etc. (move.c do_move).
|
||||
func (g *RogueGame) doMove(dy, dx int) {
|
||||
// moveHero checks that a move is legal and handles the consequences —
|
||||
// fighting, picking up, etc. (move.c do_move). The C `goto over`
|
||||
// re-check after a passage turn is the retry loop.
|
||||
func (g *RogueGame) moveHero(dy, dx int) {
|
||||
p := &g.Player
|
||||
|
||||
g.Firstmove = false
|
||||
@@ -24,7 +25,7 @@ func (g *RogueGame) doMove(dy, dx int) {
|
||||
// Do a confused move (maybe)
|
||||
var nh Coord
|
||||
if p.On(Confused) && g.rnd(5) != 0 {
|
||||
nh = g.rndmove(&p.Creature)
|
||||
nh = g.randomStep(&p.Creature)
|
||||
if nh == p.Pos {
|
||||
g.After = false
|
||||
g.Running = false
|
||||
@@ -36,150 +37,161 @@ func (g *RogueGame) doMove(dy, dx int) {
|
||||
nh = Coord{Y: p.Pos.Y + dy, X: p.Pos.X + dx}
|
||||
}
|
||||
|
||||
over:
|
||||
// Check if he tried to move off the screen or make an illegal diagonal
|
||||
// move, and stop him if he did.
|
||||
hitBound := nh.X < 0 || nh.X >= NumCols || nh.Y <= 0 || nh.Y >= NumLines-1
|
||||
for {
|
||||
// Check if he tried to move off the screen or make an illegal
|
||||
// diagonal move, and stop him if he did.
|
||||
hitBound := nh.X < 0 || nh.X >= NumCols || nh.Y <= 0 || nh.Y >= NumLines-1
|
||||
|
||||
var (
|
||||
ch byte
|
||||
fl PlaceFlags
|
||||
)
|
||||
var (
|
||||
ch byte
|
||||
fl PlaceFlags
|
||||
)
|
||||
|
||||
if !hitBound {
|
||||
if !g.diagOk(p.Pos, nh) {
|
||||
g.After = false
|
||||
g.Running = false
|
||||
if !hitBound {
|
||||
if !g.diagOk(p.Pos, nh) {
|
||||
g.After = false
|
||||
g.Running = false
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
if g.Running && p.Pos == nh {
|
||||
g.After = false
|
||||
g.Running = false
|
||||
}
|
||||
|
||||
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(Levitating) {
|
||||
ch = Trap
|
||||
g.Level.SetChar(nh.Y, nh.X, Trap)
|
||||
g.Level.FlagsAt(nh.Y, nh.X).Set(FReal)
|
||||
return
|
||||
}
|
||||
} else if p.On(Held) && ch != 'F' {
|
||||
g.msg("you are being held")
|
||||
|
||||
return
|
||||
}
|
||||
}
|
||||
if g.Running && p.Pos == nh {
|
||||
g.After = false
|
||||
g.Running = false
|
||||
}
|
||||
|
||||
if hitBound {
|
||||
ch = ' ' // fall into the wall case below
|
||||
}
|
||||
fl = *g.Level.FlagsAt(nh.Y, nh.X)
|
||||
|
||||
switch ch {
|
||||
case ' ', '|', '-':
|
||||
if g.Options.PassGo && g.Running && p.Room.Flags.Has(Gone) &&
|
||||
!p.On(Blind) {
|
||||
var b1, b2 bool
|
||||
|
||||
switch g.RunCh {
|
||||
case 'h', 'l':
|
||||
b1 = p.Pos.Y != 1 && g.turnOk(p.Pos.Y-1, p.Pos.X)
|
||||
|
||||
b2 = p.Pos.Y != NumLines-2 && g.turnOk(p.Pos.Y+1, p.Pos.X)
|
||||
if b1 != b2 {
|
||||
if b1 {
|
||||
g.RunCh = 'k'
|
||||
dy = -1
|
||||
} else {
|
||||
g.RunCh = 'j'
|
||||
dy = 1
|
||||
}
|
||||
|
||||
dx = 0
|
||||
|
||||
g.turnref()
|
||||
|
||||
nh = Coord{Y: p.Pos.Y + dy, X: p.Pos.X + dx}
|
||||
|
||||
goto over
|
||||
ch = g.Level.VisibleChar(nh.Y, nh.X)
|
||||
if !fl.Has(FReal) && ch == Floor {
|
||||
if !p.On(Levitating) {
|
||||
ch = Trap
|
||||
g.Level.SetChar(nh.Y, nh.X, Trap)
|
||||
g.Level.FlagsAt(nh.Y, nh.X).Set(FReal)
|
||||
}
|
||||
case 'j', 'k':
|
||||
b1 = p.Pos.X != 0 && g.turnOk(p.Pos.Y, p.Pos.X-1)
|
||||
} else if p.On(Held) && ch != 'F' {
|
||||
g.msg("you are being held")
|
||||
|
||||
b2 = p.Pos.X != NumCols-1 && g.turnOk(p.Pos.Y, p.Pos.X+1)
|
||||
if b1 != b2 {
|
||||
if b1 {
|
||||
g.RunCh = 'h'
|
||||
dx = -1
|
||||
} else {
|
||||
g.RunCh = 'l'
|
||||
dx = 1
|
||||
}
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
dy = 0
|
||||
if hitBound {
|
||||
ch = ' ' // fall into the wall case below
|
||||
}
|
||||
|
||||
g.turnref()
|
||||
switch ch {
|
||||
case ' ', '|', '-':
|
||||
if turn, ndy, ndx := g.passageTurn(dy, dx); turn {
|
||||
dy, dx = ndy, ndx
|
||||
|
||||
nh = Coord{Y: p.Pos.Y + dy, X: p.Pos.X + dx}
|
||||
g.turnRefresh()
|
||||
|
||||
goto over
|
||||
nh = Coord{Y: p.Pos.Y + dy, X: p.Pos.X + dx}
|
||||
|
||||
continue // the C goto over: re-check the turned move
|
||||
}
|
||||
|
||||
g.Running = false
|
||||
g.After = false
|
||||
case Door:
|
||||
g.Running = false
|
||||
if g.Level.FlagsAt(p.Pos.Y, p.Pos.X).Has(FPassage) {
|
||||
g.enterRoom(nh)
|
||||
}
|
||||
|
||||
g.finishMove(nh, fl)
|
||||
case Trap:
|
||||
tr := g.springTrap(nh)
|
||||
if tr == TrapDoor || tr == TrapTeleport {
|
||||
return
|
||||
}
|
||||
|
||||
g.finishMove(nh, fl)
|
||||
case Passage:
|
||||
// when you're in a corridor, you don't know if you're in a maze
|
||||
// room or not, and there ain't no way to find out if you're
|
||||
// leaving a maze room, so it is necessary to always recalculate
|
||||
// proom.
|
||||
p.Room = g.roomIn(p.Pos)
|
||||
g.finishMove(nh, fl)
|
||||
case Floor:
|
||||
if !fl.Has(FReal) {
|
||||
g.springTrap(p.Pos)
|
||||
}
|
||||
|
||||
g.finishMove(nh, fl)
|
||||
default:
|
||||
if ch == Stairs {
|
||||
g.SeenStairs = true
|
||||
}
|
||||
|
||||
g.Running = false
|
||||
if isUpper(ch) || g.Level.MonsterAt(nh.Y, nh.X) != nil {
|
||||
g.fight(nh, p.CurWeapon, false)
|
||||
} else {
|
||||
if ch != Stairs {
|
||||
g.Take = ch
|
||||
}
|
||||
|
||||
g.finishMove(nh, fl)
|
||||
}
|
||||
}
|
||||
|
||||
g.Running = false
|
||||
g.After = false
|
||||
case Door:
|
||||
g.Running = false
|
||||
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 == TrapDoor || tr == TrapTeleport {
|
||||
return
|
||||
}
|
||||
|
||||
g.moveStuff(nh, fl)
|
||||
case Passage:
|
||||
// when you're in a corridor, you don't know if you're in a maze
|
||||
// room or not, and there ain't no way to find out if you're
|
||||
// leaving a maze room, so it is necessary to always recalculate
|
||||
// proom.
|
||||
p.Room = g.roomin(p.Pos)
|
||||
g.moveStuff(nh, fl)
|
||||
case Floor:
|
||||
if !fl.Has(FReal) {
|
||||
g.beTrapped(p.Pos)
|
||||
}
|
||||
|
||||
g.moveStuff(nh, fl)
|
||||
default:
|
||||
if ch == Stairs {
|
||||
g.SeenStairs = true
|
||||
}
|
||||
|
||||
g.Running = false
|
||||
if isUpper(ch) || g.Level.MonsterAt(nh.Y, nh.X) != nil {
|
||||
g.fight(nh, p.CurWeapon, false)
|
||||
} else {
|
||||
if ch != Stairs {
|
||||
g.Take = ch
|
||||
}
|
||||
|
||||
g.moveStuff(nh, fl)
|
||||
}
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
// moveStuff is the move_stuff label in do_move: complete the step.
|
||||
func (g *RogueGame) moveStuff(nh Coord, fl PlaceFlags) {
|
||||
// passageTurn checks whether a runner in a gone-room passage should turn
|
||||
// the corner instead of stopping at a wall (the PASSGO block of move.c
|
||||
// do_move). It reports whether to turn and the new deltas, updating RunCh.
|
||||
func (g *RogueGame) passageTurn(dy, dx int) (bool, int, int) {
|
||||
p := &g.Player
|
||||
if !g.Options.PassGo || !g.Running || !p.Room.Flags.Has(Gone) ||
|
||||
p.On(Blind) {
|
||||
return false, dy, dx
|
||||
}
|
||||
|
||||
var b1, b2 bool
|
||||
|
||||
switch g.RunCh {
|
||||
case 'h', 'l':
|
||||
b1 = p.Pos.Y != 1 && g.turnOk(p.Pos.Y-1, p.Pos.X)
|
||||
|
||||
b2 = p.Pos.Y != NumLines-2 && g.turnOk(p.Pos.Y+1, p.Pos.X)
|
||||
if b1 != b2 {
|
||||
if b1 {
|
||||
g.RunCh = 'k'
|
||||
dy = -1
|
||||
} else {
|
||||
g.RunCh = 'j'
|
||||
dy = 1
|
||||
}
|
||||
|
||||
return true, dy, 0
|
||||
}
|
||||
case 'j', 'k':
|
||||
b1 = p.Pos.X != 0 && g.turnOk(p.Pos.Y, p.Pos.X-1)
|
||||
|
||||
b2 = p.Pos.X != NumCols-1 && g.turnOk(p.Pos.Y, p.Pos.X+1)
|
||||
if b1 != b2 {
|
||||
if b1 {
|
||||
g.RunCh = 'h'
|
||||
dx = -1
|
||||
} else {
|
||||
g.RunCh = 'l'
|
||||
dx = 1
|
||||
}
|
||||
|
||||
return true, 0, dx
|
||||
}
|
||||
}
|
||||
|
||||
return false, dy, dx
|
||||
}
|
||||
|
||||
// finishMove is the move_stuff label in do_move: complete the step.
|
||||
func (g *RogueGame) finishMove(nh Coord, fl PlaceFlags) {
|
||||
p := &g.Player
|
||||
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorAt())
|
||||
|
||||
@@ -198,8 +210,9 @@ func (g *RogueGame) turnOk(y, x int) bool {
|
||||
return pp.Ch == Door || pp.Flags&(FReal|FPassage) == (FReal|FPassage)
|
||||
}
|
||||
|
||||
// turnref decides whether to refresh at a passage turning (move.c turnref).
|
||||
func (g *RogueGame) turnref() {
|
||||
// turnRefresh decides whether to refresh at a passage turning (move.c
|
||||
// turnref).
|
||||
func (g *RogueGame) turnRefresh() {
|
||||
p := &g.Player
|
||||
|
||||
pp := g.Level.At(p.Pos.Y, p.Pos.X)
|
||||
@@ -228,8 +241,8 @@ 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) TrapKind {
|
||||
// springTrap makes him pay for stepping on a trap (move.c be_trapped).
|
||||
func (g *RogueGame) springTrap(tc Coord) TrapKind {
|
||||
p := &g.Player
|
||||
if p.On(Levitating) {
|
||||
return TrapRust // anything that's not a door or teleport
|
||||
@@ -313,7 +326,7 @@ func (g *RogueGame) beTrapped(tc Coord) TrapKind {
|
||||
}
|
||||
|
||||
if !p.IsWearing(RingSustainStrength) && !g.save(VsPoison) {
|
||||
g.chgStr(-1)
|
||||
g.changeStrength(-1)
|
||||
}
|
||||
|
||||
g.msg("a small dart just hit you in the shoulder")
|
||||
@@ -328,9 +341,9 @@ func (g *RogueGame) beTrapped(tc Coord) TrapKind {
|
||||
return tr
|
||||
}
|
||||
|
||||
// rndmove moves in a random direction if the monster/person is confused
|
||||
// (move.c rndmove).
|
||||
func (g *RogueGame) rndmove(who *Creature) Coord {
|
||||
// randomStep moves in a random direction if the monster/person is
|
||||
// confused (move.c rndmove).
|
||||
func (g *RogueGame) randomStep(who *Creature) Coord {
|
||||
ret := Coord{
|
||||
Y: who.Pos.Y + g.rnd(3) - 1,
|
||||
X: who.Pos.X + g.rnd(3) - 1,
|
||||
|
||||
@@ -27,8 +27,8 @@ func (g *RogueGame) NewLevel() {
|
||||
// go with them (the garbage collector is our free_list).
|
||||
g.Level.Monsters = nil
|
||||
g.Level.Objects = nil
|
||||
g.doRooms() // Draw rooms
|
||||
g.doPassages() // Draw passages
|
||||
g.digRooms() // Draw rooms
|
||||
g.digPassages() // Draw passages
|
||||
|
||||
p.NoFood++
|
||||
|
||||
@@ -61,7 +61,7 @@ func (g *RogueGame) NewLevel() {
|
||||
g.SeenStairs = false
|
||||
|
||||
for _, tp := range g.Level.Monsters {
|
||||
tp.Room = g.roomin(tp.Pos)
|
||||
tp.Room = g.roomIn(tp.Pos)
|
||||
}
|
||||
|
||||
hero, _ := g.findFloor(true)
|
||||
@@ -78,8 +78,8 @@ func (g *RogueGame) NewLevel() {
|
||||
}
|
||||
}
|
||||
|
||||
// rndRoom picks a room that is really there (new_level.c rnd_room).
|
||||
func (g *RogueGame) rndRoom() int {
|
||||
// randomRoom picks a room that is really there (new_level.c rnd_room).
|
||||
func (g *RogueGame) randomRoom() int {
|
||||
for {
|
||||
rm := g.rnd(MaxRooms)
|
||||
if !g.Level.Rooms[rm].Flags.Has(Gone) {
|
||||
@@ -98,7 +98,7 @@ func (g *RogueGame) putThings() {
|
||||
}
|
||||
// check for treasure rooms, and if so, put it in.
|
||||
if g.rnd(treasRoomChance) == 0 {
|
||||
g.treasRoom()
|
||||
g.treasureRoom()
|
||||
}
|
||||
// Do MAXOBJ attempts to put things on a level
|
||||
for range MaxObj {
|
||||
@@ -126,9 +126,9 @@ func (g *RogueGame) putThings() {
|
||||
}
|
||||
}
|
||||
|
||||
// treasRoom adds a treasure room (new_level.c treas_room).
|
||||
func (g *RogueGame) treasRoom() {
|
||||
rp := &g.Level.Rooms[g.rndRoom()]
|
||||
// treasureRoom adds a treasure room (new_level.c treas_room).
|
||||
func (g *RogueGame) treasureRoom() {
|
||||
rp := &g.Level.Rooms[g.randomRoom()]
|
||||
|
||||
spots := min((rp.Max.Y-2)*(rp.Max.X-2)-minTreas, maxTreas-minTreas)
|
||||
|
||||
|
||||
@@ -2,8 +2,8 @@ package game
|
||||
|
||||
// passages.c — draw the connecting passages.
|
||||
|
||||
// doPassages draws all the passages on a level (passages.c do_passages).
|
||||
func (g *RogueGame) doPassages() {
|
||||
// digPassages draws all the passages on a level (passages.c do_passages).
|
||||
func (g *RogueGame) digPassages() {
|
||||
var (
|
||||
isconn [MaxRooms][MaxRooms]bool
|
||||
ingraph [MaxRooms]bool
|
||||
@@ -41,7 +41,7 @@ func (g *RogueGame) doPassages() {
|
||||
// otherwise, connect new room to the graph, and draw a tunnel
|
||||
// to it
|
||||
ingraph[r2] = true //nolint:gosec // G602: rnd(MaxRooms) bounded
|
||||
g.conn(r1, r2)
|
||||
g.connectRooms(r1, r2)
|
||||
isconn[r1][r2] = true
|
||||
isconn[r2][r1] = true //nolint:gosec // G602: rnd(MaxRooms) bounded
|
||||
roomcount++
|
||||
@@ -69,18 +69,18 @@ func (g *RogueGame) doPassages() {
|
||||
}
|
||||
// if there is one, connect it and look for the next added passage
|
||||
if j != 0 {
|
||||
g.conn(r1, r2)
|
||||
g.connectRooms(r1, r2)
|
||||
isconn[r1][r2] = true
|
||||
isconn[r2][r1] = true //nolint:gosec // G602: rnd(MaxRooms) bounded
|
||||
}
|
||||
}
|
||||
|
||||
g.passnum()
|
||||
g.numberPassages()
|
||||
}
|
||||
|
||||
// conn draws a corridor from a room in a certain direction (passages.c
|
||||
// conn).
|
||||
func (g *RogueGame) conn(r1, r2 int) {
|
||||
// connectRooms draws a corridor from a room in a certain direction
|
||||
// (passages.c conn).
|
||||
func (g *RogueGame) connectRooms(r1, r2 int) {
|
||||
var (
|
||||
rm int
|
||||
direc byte
|
||||
@@ -193,13 +193,13 @@ func (g *RogueGame) conn(r1, r2 int) {
|
||||
if !rpf.Flags.Has(Gone) {
|
||||
g.door(rpf, spos)
|
||||
} else {
|
||||
g.putpass(spos)
|
||||
g.putPassage(spos)
|
||||
}
|
||||
|
||||
if !rpt.Flags.Has(Gone) {
|
||||
g.door(rpt, epos)
|
||||
} else {
|
||||
g.putpass(epos)
|
||||
g.putPassage(epos)
|
||||
}
|
||||
// Get ready to move...
|
||||
curr := spos
|
||||
@@ -210,13 +210,13 @@ func (g *RogueGame) conn(r1, r2 int) {
|
||||
// Check if we are at the turn place, if so do the turn
|
||||
if distance == turnSpot {
|
||||
for ; turnDistance > 0; turnDistance-- {
|
||||
g.putpass(curr)
|
||||
g.putPassage(curr)
|
||||
curr.X += turnDelta.X
|
||||
curr.Y += turnDelta.Y
|
||||
}
|
||||
}
|
||||
// Continue digging along
|
||||
g.putpass(curr)
|
||||
g.putPassage(curr)
|
||||
|
||||
distance--
|
||||
}
|
||||
@@ -229,9 +229,9 @@ func (g *RogueGame) conn(r1, r2 int) {
|
||||
}
|
||||
}
|
||||
|
||||
// putpass adds a passage character or secret passage here (passages.c
|
||||
// putPassage adds a passage character or secret passage here (passages.c
|
||||
// putpass).
|
||||
func (g *RogueGame) putpass(cp Coord) {
|
||||
func (g *RogueGame) putPassage(cp Coord) {
|
||||
pp := g.Level.At(cp.Y, cp.X)
|
||||
pp.Flags.Set(FPassage)
|
||||
|
||||
@@ -302,8 +302,8 @@ func (g *RogueGame) addPass() {
|
||||
}
|
||||
}
|
||||
|
||||
// passnum assigns a number to each passageway (passages.c passnum).
|
||||
func (g *RogueGame) passnum() {
|
||||
// numberPassages assigns a number to each passageway (passages.c passnum).
|
||||
func (g *RogueGame) numberPassages() {
|
||||
g.pnum = 0
|
||||
|
||||
g.newpnum = false
|
||||
@@ -315,14 +315,14 @@ func (g *RogueGame) passnum() {
|
||||
rp := &g.Level.Rooms[i]
|
||||
for j := range rp.Exits {
|
||||
g.newpnum = true
|
||||
g.numpass(rp.Exits[j].Y, rp.Exits[j].X)
|
||||
g.numberPassage(rp.Exits[j].Y, rp.Exits[j].X)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// numpass numbers a passageway square and its brethren (passages.c
|
||||
// numberPassage numbers a passageway square and its brethren (passages.c
|
||||
// numpass).
|
||||
func (g *RogueGame) numpass(y, x int) {
|
||||
func (g *RogueGame) numberPassage(y, x int) {
|
||||
if x >= NumCols || x < 0 || y >= NumLines || y <= 0 {
|
||||
return
|
||||
}
|
||||
@@ -348,10 +348,10 @@ func (g *RogueGame) numpass(y, x int) {
|
||||
|
||||
*fp |= PlaceFlags(g.pnum) //nolint:gosec // G115: pnum < MaxPass=13
|
||||
// recurse on the surrounding places
|
||||
g.numpass(y+1, x)
|
||||
g.numpass(y-1, x)
|
||||
g.numpass(y, x+1)
|
||||
g.numpass(y, x-1)
|
||||
g.numberPassage(y+1, x)
|
||||
g.numberPassage(y-1, x)
|
||||
g.numberPassage(y, x+1)
|
||||
g.numberPassage(y, x-1)
|
||||
}
|
||||
|
||||
// abs is C abs() for ints.
|
||||
|
||||
@@ -49,7 +49,7 @@ func (g *RogueGame) quaff() {
|
||||
if p.IsWearing(RingSustainStrength) {
|
||||
g.msg("you feel momentarily sick")
|
||||
} else {
|
||||
g.chgStr(-(g.rnd(3) + 1))
|
||||
g.changeStrength(-(g.rnd(3) + 1))
|
||||
g.msg("you feel very sick now")
|
||||
g.comeDown(0)
|
||||
}
|
||||
@@ -64,7 +64,7 @@ func (g *RogueGame) quaff() {
|
||||
g.msg("you begin to feel better")
|
||||
case PotionGainStrength:
|
||||
g.Items.Potions[PotionGainStrength].Know = true
|
||||
g.chgStr(1)
|
||||
g.changeStrength(1)
|
||||
g.msg("you feel stronger, now. What bulging muscles!")
|
||||
case PotionDetectMonsters:
|
||||
p.Flags.Set(SenseMonsters)
|
||||
|
||||
@@ -54,7 +54,7 @@ func (g *RogueGame) ringOn() {
|
||||
// Calculate the effect it has on the poor guy.
|
||||
switch obj.RingKind() {
|
||||
case RingAddStrength:
|
||||
g.chgStr(obj.Bonus)
|
||||
g.changeStrength(obj.Bonus)
|
||||
case RingSeeInvisible:
|
||||
g.invisOn()
|
||||
case RingAggravateMonsters:
|
||||
|
||||
@@ -17,9 +17,9 @@ type mazeState struct {
|
||||
|
||||
const goldGrp = 1
|
||||
|
||||
// doRooms creates rooms and corridors with a connectivity graph (rooms.c
|
||||
// digRooms creates rooms and corridors with a connectivity graph (rooms.c
|
||||
// do_rooms).
|
||||
func (g *RogueGame) doRooms() {
|
||||
func (g *RogueGame) digRooms() {
|
||||
var bsze Coord // maximum room size
|
||||
|
||||
bsze.X = NumCols / 3
|
||||
@@ -34,7 +34,7 @@ func (g *RogueGame) doRooms() {
|
||||
// Put the gone rooms, if any, on the level
|
||||
leftOut := g.rnd(4)
|
||||
for range leftOut {
|
||||
g.Level.Rooms[g.rndRoom()].Flags.Set(Gone)
|
||||
g.Level.Rooms[g.randomRoom()].Flags.Set(Gone)
|
||||
}
|
||||
// dig and populate all the rooms on the level
|
||||
for i := range g.Level.Rooms {
|
||||
@@ -126,7 +126,7 @@ func (g *RogueGame) doRooms() {
|
||||
// rooms; for maze rooms, draws the maze (rooms.c draw_room).
|
||||
func (g *RogueGame) drawRoom(rp *Room) {
|
||||
if rp.Flags.Has(Maze) {
|
||||
g.doMaze(rp)
|
||||
g.digMaze(rp)
|
||||
|
||||
return
|
||||
}
|
||||
@@ -158,8 +158,8 @@ func (g *RogueGame) horiz(rp *Room, starty int) {
|
||||
}
|
||||
}
|
||||
|
||||
// doMaze digs a maze (rooms.c do_maze).
|
||||
func (g *RogueGame) doMaze(rp *Room) {
|
||||
// digMaze digs a maze (rooms.c do_maze).
|
||||
func (g *RogueGame) digMaze(rp *Room) {
|
||||
m := &g.maze
|
||||
for y := range m.maze {
|
||||
for x := range m.maze[y] {
|
||||
@@ -175,7 +175,7 @@ func (g *RogueGame) doMaze(rp *Room) {
|
||||
starty := (g.rnd(rp.Max.Y) / 2) * 2
|
||||
startx := (g.rnd(rp.Max.X) / 2) * 2
|
||||
pos := Coord{Y: starty + m.starty, X: startx + m.startx}
|
||||
g.putpass(pos)
|
||||
g.putPassage(pos)
|
||||
g.dig(starty, startx)
|
||||
}
|
||||
|
||||
@@ -211,8 +211,8 @@ func (g *RogueGame) dig(y, x int) {
|
||||
return
|
||||
}
|
||||
|
||||
g.accntMaze(y, x, nexty, nextx)
|
||||
g.accntMaze(nexty, nextx, y, x)
|
||||
g.accountMaze(y, x, nexty, nextx)
|
||||
g.accountMaze(nexty, nextx, y, x)
|
||||
|
||||
var pos Coord
|
||||
if nexty == y {
|
||||
@@ -231,16 +231,16 @@ func (g *RogueGame) dig(y, x int) {
|
||||
}
|
||||
}
|
||||
|
||||
g.putpass(pos)
|
||||
g.putPassage(pos)
|
||||
pos.Y = nexty + m.starty
|
||||
pos.X = nextx + m.startx
|
||||
g.putpass(pos)
|
||||
g.putPassage(pos)
|
||||
g.dig(nexty, nextx)
|
||||
}
|
||||
}
|
||||
|
||||
// accntMaze accounts for maze exits (rooms.c accnt_maze).
|
||||
func (g *RogueGame) accntMaze(y, x, ny, nx int) {
|
||||
// accountMaze accounts for maze exits (rooms.c accnt_maze).
|
||||
func (g *RogueGame) accountMaze(y, x, ny, nx int) {
|
||||
sp := &g.maze.maze[y][x]
|
||||
for i := range sp.nexits {
|
||||
if sp.exits[i].Y == ny && sp.exits[i].X == nx {
|
||||
@@ -255,8 +255,8 @@ func (g *RogueGame) accntMaze(y, x, ny, nx int) {
|
||||
}
|
||||
}
|
||||
|
||||
// rndPos picks a random spot in a room (rooms.c rnd_pos).
|
||||
func (g *RogueGame) rndPos(rp *Room) Coord {
|
||||
// randomPos picks a random spot in a room (rooms.c rnd_pos).
|
||||
func (g *RogueGame) randomPos(rp *Room) Coord {
|
||||
var cp Coord
|
||||
|
||||
cp.X = rp.Pos.X + g.rnd(rp.Max.X-2) + 1
|
||||
@@ -296,7 +296,7 @@ func (g *RogueGame) findFloorImpl(rp *Room, limit int, monst, pickroom bool) (Co
|
||||
}
|
||||
|
||||
if pickroom {
|
||||
rp = &g.Level.Rooms[g.rndRoom()]
|
||||
rp = &g.Level.Rooms[g.randomRoom()]
|
||||
|
||||
compchar = Floor
|
||||
if rp.Flags.Has(Maze) {
|
||||
@@ -304,7 +304,7 @@ func (g *RogueGame) findFloorImpl(rp *Room, limit int, monst, pickroom bool) (Co
|
||||
}
|
||||
}
|
||||
|
||||
cp := g.rndPos(rp)
|
||||
cp := g.randomPos(rp)
|
||||
|
||||
pp := g.Level.At(cp.Y, cp.X)
|
||||
if monst {
|
||||
@@ -321,7 +321,7 @@ func (g *RogueGame) findFloorImpl(rp *Room, limit int, monst, pickroom bool) (Co
|
||||
// enter_room).
|
||||
func (g *RogueGame) enterRoom(cp Coord) {
|
||||
p := &g.Player
|
||||
rp := g.roomin(cp)
|
||||
rp := g.roomIn(cp)
|
||||
p.Room = rp
|
||||
g.doorOpen(rp)
|
||||
|
||||
|
||||
141
game/save.go
141
game/save.go
@@ -449,99 +449,102 @@ func (g *RogueGame) applySnapshot(st *SaveState) {
|
||||
g.scr.Std.SetContents(st.Screen)
|
||||
}
|
||||
|
||||
// saveGame implements the "save game" command (save.c save_game). The C
|
||||
// goto over/gotfile flow becomes the useDefault flag.
|
||||
// saveGame implements the "save game" command (save.c save_game). The
|
||||
// labeled prompt loop and the useDefault flag stand in for the C
|
||||
// goto over/gotfile flow.
|
||||
func (g *RogueGame) saveGame() {
|
||||
g.Msgs.Mpos = 0
|
||||
|
||||
over:
|
||||
useDefault := false
|
||||
|
||||
if g.FileName != "" {
|
||||
var c byte
|
||||
|
||||
for {
|
||||
g.msg("save file (%s)? ", g.FileName)
|
||||
c = g.readchar()
|
||||
|
||||
g.Msgs.Mpos = 0
|
||||
if c == Escape {
|
||||
g.msg("")
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
if c == 'n' || c == 'N' || c == 'y' || c == 'Y' {
|
||||
break
|
||||
}
|
||||
|
||||
g.msg("please answer Y or N")
|
||||
}
|
||||
|
||||
if c == 'y' || c == 'Y' {
|
||||
g.addstr("Yes\n")
|
||||
g.refresh()
|
||||
|
||||
useDefault = true
|
||||
}
|
||||
}
|
||||
|
||||
prompt:
|
||||
for {
|
||||
var buf string
|
||||
if useDefault {
|
||||
buf = g.FileName
|
||||
useDefault = false
|
||||
} else {
|
||||
g.Msgs.Mpos = 0
|
||||
g.msg("file name: ")
|
||||
useDefault := false
|
||||
|
||||
if g.getStr(&buf, g.scr.Std) == Quit {
|
||||
g.msg("")
|
||||
if g.FileName != "" {
|
||||
var c byte
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
g.Msgs.Mpos = 0
|
||||
}
|
||||
// test to see if the file exists
|
||||
_, statErr := os.Stat(buf)
|
||||
if statErr == nil {
|
||||
for {
|
||||
g.msg("File exists. Do you wish to overwrite it?")
|
||||
g.Msgs.Mpos = 0
|
||||
g.msg("save file (%s)? ", g.FileName)
|
||||
c = g.readchar()
|
||||
|
||||
c := g.readchar()
|
||||
g.Msgs.Mpos = 0
|
||||
if c == Escape {
|
||||
g.msg("")
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
if c == 'y' || c == 'Y' {
|
||||
if c == 'n' || c == 'N' || c == 'y' || c == 'Y' {
|
||||
break
|
||||
}
|
||||
|
||||
if c == 'n' || c == 'N' {
|
||||
goto over
|
||||
}
|
||||
|
||||
g.msg("Please answer Y or N")
|
||||
g.msg("please answer Y or N")
|
||||
}
|
||||
|
||||
g.msg("file name: %s", buf)
|
||||
_ = os.Remove(g.FileName) // best effort, as in C (md_unlink)
|
||||
if c == 'y' || c == 'Y' {
|
||||
g.addstr("Yes\n")
|
||||
g.refresh()
|
||||
|
||||
useDefault = true
|
||||
}
|
||||
}
|
||||
|
||||
g.FileName = buf
|
||||
for {
|
||||
var buf string
|
||||
if useDefault {
|
||||
buf = g.FileName
|
||||
useDefault = false
|
||||
} else {
|
||||
g.Msgs.Mpos = 0
|
||||
g.msg("file name: ")
|
||||
|
||||
err := g.saveFile(g.FileName)
|
||||
if err != nil {
|
||||
g.msg("%s", err.Error())
|
||||
if g.getStr(&buf, g.scr.Std) == Quit {
|
||||
g.msg("")
|
||||
|
||||
continue
|
||||
return
|
||||
}
|
||||
|
||||
g.Msgs.Mpos = 0
|
||||
}
|
||||
// test to see if the file exists
|
||||
_, statErr := os.Stat(buf)
|
||||
if statErr == nil {
|
||||
for {
|
||||
g.msg("File exists. Do you wish to overwrite it?")
|
||||
g.Msgs.Mpos = 0
|
||||
|
||||
c := g.readchar()
|
||||
if c == Escape {
|
||||
g.msg("")
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
if c == 'y' || c == 'Y' {
|
||||
break
|
||||
}
|
||||
|
||||
if c == 'n' || c == 'N' {
|
||||
continue prompt // the C goto over: start again
|
||||
}
|
||||
|
||||
g.msg("Please answer Y or N")
|
||||
}
|
||||
|
||||
g.msg("file name: %s", buf)
|
||||
_ = os.Remove(g.FileName) // best effort, as in C (md_unlink)
|
||||
}
|
||||
|
||||
g.FileName = buf
|
||||
|
||||
err := g.saveFile(g.FileName)
|
||||
if err != nil {
|
||||
g.msg("%s", err.Error())
|
||||
|
||||
continue
|
||||
}
|
||||
|
||||
break prompt
|
||||
}
|
||||
|
||||
break
|
||||
}
|
||||
|
||||
g.myExit()
|
||||
|
||||
@@ -80,7 +80,7 @@ func (g *RogueGame) doZap() {
|
||||
case WandInvisibility:
|
||||
tp.Flags.Set(Invisible)
|
||||
|
||||
if g.cansee(y, x) {
|
||||
if g.canSee(y, x) {
|
||||
g.mvaddch(y, x, tp.OldCh)
|
||||
}
|
||||
case WandPolymorph:
|
||||
@@ -186,7 +186,7 @@ func (g *RogueGame) doZap() {
|
||||
|
||||
g.Delta.Y = y
|
||||
g.Delta.X = x
|
||||
g.runto(g.Delta)
|
||||
g.runTo(g.Delta)
|
||||
}
|
||||
case WandLightning, WandFire, WandCold:
|
||||
var name string
|
||||
@@ -243,7 +243,7 @@ func (g *RogueGame) drain() {
|
||||
if mp.Stats.HP -= cnt; mp.Stats.HP <= 0 {
|
||||
g.killed(mp, g.seeMonst(mp))
|
||||
} else {
|
||||
g.runto(mp.Pos)
|
||||
g.runTo(mp.Pos)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -339,7 +339,7 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
|
||||
}
|
||||
} else if ch != 'M' || tp.Disguise == 'M' {
|
||||
if fromHero {
|
||||
g.runto(pos)
|
||||
g.runTo(pos)
|
||||
}
|
||||
|
||||
if g.Options.Terse {
|
||||
|
||||
@@ -201,7 +201,7 @@ func (g *RogueGame) dropCheck(obj *Object) bool {
|
||||
|
||||
switch obj.RingKind() {
|
||||
case RingAddStrength:
|
||||
g.chgStr(-obj.Bonus)
|
||||
g.changeStrength(-obj.Bonus)
|
||||
case RingSeeInvisible:
|
||||
g.unsee(0)
|
||||
g.Extinguish(DUnsee)
|
||||
|
||||
@@ -36,7 +36,7 @@ func (g *RogueGame) doMotion(obj *Object, ydelta, xdelta int) {
|
||||
obj.Pos = p.Pos
|
||||
for {
|
||||
// Erase the old one
|
||||
if obj.Pos != p.Pos && g.cansee(obj.Pos.Y, obj.Pos.X) && !g.Options.Terse {
|
||||
if obj.Pos != p.Pos && g.canSee(obj.Pos.Y, obj.Pos.X) && !g.Options.Terse {
|
||||
ch := g.Level.Char(obj.Pos.Y, obj.Pos.X)
|
||||
if ch == Floor && !g.showFloor() {
|
||||
ch = ' '
|
||||
@@ -51,7 +51,7 @@ func (g *RogueGame) doMotion(obj *Object, ydelta, xdelta int) {
|
||||
ch := g.Level.VisibleChar(obj.Pos.Y, obj.Pos.X)
|
||||
if stepOk(ch) && ch != Door {
|
||||
// It hasn't hit anything yet, so display it if it's alright.
|
||||
if g.cansee(obj.Pos.Y, obj.Pos.X) && !g.Options.Terse {
|
||||
if g.canSee(obj.Pos.Y, obj.Pos.X) && !g.Options.Terse {
|
||||
g.mvaddch(obj.Pos.Y, obj.Pos.X, obj.Kind.Glyph())
|
||||
g.refresh()
|
||||
}
|
||||
@@ -70,7 +70,7 @@ func (g *RogueGame) fall(obj *Object, pr bool) {
|
||||
pp.Ch = obj.Kind.Glyph()
|
||||
|
||||
obj.Pos = fpos
|
||||
if g.cansee(fpos.Y, fpos.X) {
|
||||
if g.canSee(fpos.Y, fpos.X) {
|
||||
if pp.Monst != nil {
|
||||
pp.Monst.OldCh = obj.Kind.Glyph()
|
||||
} else {
|
||||
|
||||
@@ -181,7 +181,7 @@ func (g *RogueGame) teleport() {
|
||||
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorAt())
|
||||
|
||||
c, _ := g.findFloor(true)
|
||||
if g.roomin(c) != p.Room {
|
||||
if g.roomIn(c) != p.Room {
|
||||
g.leaveRoom(p.Pos)
|
||||
p.Pos = c
|
||||
g.enterRoom(p.Pos)
|
||||
|
||||
Reference in New Issue
Block a user