Move all package-level vars into gameData; finish lint adoption
gochecknoglobals: all 37 package-level tables consolidated into the gameData struct (game/tables.go), built by newGameData() and carried on RogueGame as g.data (set in NewGame and Restore). ObjectKind Glyph()/objectKindForGlyph are now switches; the table-reading subtype Stringer methods are gone; isMagic is a RogueGame method. goconst: repeated words named (potionName/scrollName/ringName/goldName in object.go, wandName/staffName in sticks.go, ripWall in tables.go). exhaustive, testpackage: disabled in .golangci.yml with sneak's approval (2026-07-07). Also reverts misspell's silent corruption of the "ther" scroll-name syllable (it had become "there", changing generated scroll names vs C). Remaining red: cyclop/gocognit/nestif until refactor step 7; mnd awaits a ruling. TODO.md rotated; MEMORY.md lint notes updated.
This commit is contained in:
@@ -16,6 +16,9 @@ linters:
|
||||
- varnamelen # Short names like db, id are idiomatic Go
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||||
# Repo-specific exceptions approved by sneak (2026-07-06)
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- paralleltest # Requires t.Parallel() in every test
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# Approved by sneak 2026-07-07
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- testpackage # Tests use internal package game to reach unexported state
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- exhaustive # C-faithful switches handle only the cases C handled
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linters-settings:
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lll:
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@@ -20,7 +20,10 @@ The .golangci.yml is the house standard and may only be modified with
|
||||
sneak's explicit permission. To disable a linter, ask, explaining what
|
||||
the linter does; he approves specific exceptions, which are recorded
|
||||
in the config's "Repo-specific exceptions" block with the approval
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||||
date. Approved so far: paralleltest (2026-07-06). Line-level //nolint
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date. Approved so far: paralleltest (2026-07-06); testpackage and
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exhaustive (2026-07-07). Complexity linters (cyclop, gocognit, nestif)
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stay enabled and red until refactor step 7 fixes the findings, per
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sneak 2026-07-07. mnd findings await a ruling. Line-level //nolint
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with a reason is used sparingly for C-faithfulness (e.g. the authentic
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"missle" message spellings) and provably-safe gosec conversions; each
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needs a justifying comment.
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84
TODO.md
84
TODO.md
@@ -29,22 +29,34 @@ Refactor ground rules:
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# Next Step
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Finish adopting the house Go linting standards. Done so far (branch
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refactor/lint-adoption): .golangci.yml copied verbatim from the
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prompts repo (plus the sneak-approved paralleltest exception,
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2026-07-06); ~1,500 findings fixed (autofix formatting sweep, errcheck/
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err113/noinlineerr error handling, forbidigo, funcorder, recvcheck
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pointer receivers, goprintffuncname renames msg helpers to *f, revive
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doc comments, gocritic switch rewrites, gosec real fixes plus justified
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nolints, unparam signature tightening, C-faithful "missle" spellings
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restored after misspell autofix changed game text). Remaining findings
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are all in linters awaiting sneak's exception decision: mnd (288),
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gochecknoglobals (37), cyclop (36), nestif (30), gocognit (23),
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exhaustive (22), goconst (16), testpackage (9). Blocked on that
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decision; either disable with approval or scope the fixes.
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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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# Completed Steps
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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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Glyph()/objectKindForGlyph became switches; the table-reading subtype
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Stringers were removed; isMagic became a RogueGame method; goconst
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fixed with named word constants (potionName, goldName, staffName,
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ripWall, ...); testpackage and exhaustive disabled in .golangci.yml
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with sneak's approval (2026-07-07); misspell's corruption of the
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"ther" scroll syllable reverted. Remaining red: cyclop (36), nestif
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(30), gocognit (23) stay until step 7 fixes them per sneak's ruling,
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and mnd (289) still awaits a ruling.
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- 2026-07-06 Lint adoption bulk (refactor/lint-adoption, 5ba9fe8):
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.golangci.yml copied verbatim from the prompts repo (plus the
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sneak-approved paralleltest exception, 2026-07-06); ~1,500 findings
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fixed (autofix formatting sweep, errcheck/err113/noinlineerr error
|
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handling, forbidigo, funcorder, recvcheck pointer receivers,
|
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goprintffuncname renames msg helpers to *f, revive doc comments,
|
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gocritic switch rewrites, gosec real fixes plus justified nolints,
|
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unparam signature tightening, C-faithful "missle" spellings restored
|
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after misspell autofix changed game text).
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- 2026-07-06 Module base path updated to git.eeqj.de/sneak/rgoue
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(go.mod, term/ and cmd/ imports, ARCHITECTURE.md, version string).
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- 2026-07-06 Refactor step 3 (refactor/object-fields): Object.Arm split
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@@ -86,45 +98,41 @@ decision; either disable with approval or scope the fixes.
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# Future Steps
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1. Refactor step 4: method renames, movement/world subsystem
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(doMove→moveHero, beTrapped→springTrap, rndmove→randomStep,
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doRooms/doPassages/doMaze→digRooms/digPassages/digMaze,
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chgStr→changeStrength, ...); remove the goto/label flows in doMove,
|
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dispatch, and saveGame in favor of loops and helpers.
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2. Refactor step 5: method renames, items/combat/UI subsystems
|
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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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3. Refactor step 6: extract types from the god object — MessageLine
|
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2. 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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4. Refactor step 7: effects dispatch — the giant quaff/readScroll/doZap
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3. 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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5. Refactor step 8: constructor and style pass per the house
|
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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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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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6. Docs refresh: update ARCHITECTURE.md Part 2 and README.md for the
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5. 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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7. Playtest hardening pass: play several full games with the tcell
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binary and extend run_test.go to script a deeper multi-level
|
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playthrough (descend past level 5, use potions, scrolls, zapping,
|
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save/restore). Fix any panics, message mismatches, or divergences
|
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from the C behavior that this uncovers, with regression tests.
|
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8. Verify the seed-compatibility claim against the C reference on
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c-master: same seed, same dungeon, same item tables, for several
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seeds.
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9. Broaden unit test coverage where playtesting finds thin spots
|
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(rings, sticks, wizard commands).
|
||||
10. Tag a release once a full game (Amulet retrieval and score entry)
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completes without defects.
|
||||
11. Full-terminal-size support (deferred by explicit decision
|
||||
6. Playtest hardening pass: play several full games with the tcell
|
||||
binary and extend run_test.go to script a deeper multi-level
|
||||
playthrough (descend past level 5, use potions, scrolls, zapping,
|
||||
save/restore). Fix any panics, message mismatches, or divergences
|
||||
from the C behavior that this uncovers, with regression tests.
|
||||
7. Verify the seed-compatibility claim against the C reference on
|
||||
c-master: same seed, same dungeon, same item tables, for several
|
||||
seeds.
|
||||
8. Broaden unit test coverage where playtesting finds thin spots
|
||||
(rings, sticks, wizard commands).
|
||||
9. Tag a release once a full game (Amulet retrieval and score entry)
|
||||
completes without defects.
|
||||
10. Full-terminal-size support (deferred by explicit decision
|
||||
2026-07-06): per-game dungeon dimensions instead of the 80x24
|
||||
constants; open design questions are resize policy, gameplay
|
||||
tuning at larger sizes, and a --classic 80x24 mode.
|
||||
12. Note: this repo is exempt from the standard policy scaffold. Do not
|
||||
11. Note: this repo is exempt from the standard policy scaffold. Do not
|
||||
add Makefile, Dockerfile, or REPO_POLICIES.md.
|
||||
|
||||
@@ -373,9 +373,9 @@ over:
|
||||
case g.Level.Char(g.Delta.Y, g.Delta.X) != Trap:
|
||||
g.msg("no trap there")
|
||||
case p.On(Hallucinating):
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||||
g.msg("%s", trName[g.rnd(NumTrapTypes)])
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||||
g.msg("%s", g.data.trName[g.rnd(NumTrapTypes)])
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default:
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||||
g.msg("%s", trName[*fp&FTrapMask])
|
||||
g.msg("%s", g.data.trName[*fp&FTrapMask])
|
||||
fp.Set(FSeen)
|
||||
}
|
||||
}
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@@ -540,9 +540,9 @@ func (g *RogueGame) search() {
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}
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||||
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if p.On(Hallucinating) {
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g.msg("%s", trName[g.rnd(NumTrapTypes)])
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g.msg("%s", g.data.trName[g.rnd(NumTrapTypes)])
|
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} else {
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g.msg("%s", trName[*fp&FTrapMask])
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g.msg("%s", g.data.trName[*fp&FTrapMask])
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fp.Set(FSeen)
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}
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@@ -584,7 +584,7 @@ func (g *RogueGame) help() {
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if helpch != '*' {
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g.move(0, 0)
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for _, strp := range helpStr {
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for _, strp := range g.data.helpStr {
|
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if strp.Ch == helpch {
|
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g.Msgs.LowerMsg = true
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g.msg("%s%s", unctrl(strp.Ch), strp.Desc)
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@@ -602,7 +602,7 @@ func (g *RogueGame) help() {
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||||
// command mode.
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numprint := 0
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|
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for _, strp := range helpStr {
|
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for _, strp := range g.data.helpStr {
|
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if strp.Print {
|
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numprint++
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}
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@@ -622,7 +622,7 @@ func (g *RogueGame) help() {
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||||
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||||
cnt := 0
|
||||
|
||||
for _, strp := range helpStr {
|
||||
for _, strp := range g.data.helpStr {
|
||||
if !strp.Print {
|
||||
continue
|
||||
}
|
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@@ -652,28 +652,6 @@ func (g *RogueGame) help() {
|
||||
g.refresh()
|
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}
|
||||
|
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// identList is command.c's static ident_list.
|
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var identList = []helpEntry{
|
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{'|', "wall of a room", false},
|
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{'-', "wall of a room", false},
|
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{Gold, "gold", false},
|
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{Stairs, "a staircase", false},
|
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{Door, "door", false},
|
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{Floor, "room floor", false},
|
||||
{PlayerCh, "you", false},
|
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{Passage, "passage", false},
|
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{Trap, "trap", false},
|
||||
{Potion, "potion", false},
|
||||
{Scroll, "scroll", false},
|
||||
{Food, "food", false},
|
||||
{Weapon, "weapon", false},
|
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{' ', "solid rock", false},
|
||||
{Armor, "armor", false},
|
||||
{Amulet, "the Amulet of Yendor", false},
|
||||
{Ring, "ring", false},
|
||||
{Stick, "wand or staff", false},
|
||||
}
|
||||
|
||||
// identify tells the player what a certain thing is (command.c identify).
|
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func (g *RogueGame) identify() {
|
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g.msg("what do you want identified? ")
|
||||
@@ -692,7 +670,7 @@ func (g *RogueGame) identify() {
|
||||
} else {
|
||||
str = "unknown character"
|
||||
|
||||
for _, hp := range identList {
|
||||
for _, hp := range g.data.identList {
|
||||
if hp.Ch == ch {
|
||||
str = hp.Desc
|
||||
|
||||
|
||||
@@ -32,15 +32,16 @@ func TestParseDice(t *testing.T) {
|
||||
// The bestiary and weapon tables must parse to at least one attack each so
|
||||
// every creature and weapon actually swings.
|
||||
func TestTablesHaveDice(t *testing.T) {
|
||||
for i, m := range monsterTable {
|
||||
data := newGameData()
|
||||
for i, m := range data.monsterTable {
|
||||
if len(m.Stats.Dmg) == 0 {
|
||||
t.Errorf("monster %c (%s) has no attacks", 'A'+i, m.Name)
|
||||
}
|
||||
}
|
||||
|
||||
for w, iw := range initWeaps {
|
||||
for w, iw := range data.initWeaps {
|
||||
if len(iw.dam) == 0 || len(iw.hrl) == 0 {
|
||||
t.Errorf("weapon %v has empty dice", WeaponKind(w))
|
||||
t.Errorf("weapon %d has empty dice", w)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,43 +4,6 @@ import "strconv"
|
||||
|
||||
// fight.c — all the fighting gets done here.
|
||||
|
||||
// hNames are the strings for hitting; the first four are used when the
|
||||
// player strikes, the second four for monsters (fight.c h_names).
|
||||
var hNames = [8]string{
|
||||
" scored an excellent hit on ",
|
||||
" hit ",
|
||||
" have injured ",
|
||||
" swing and hit ",
|
||||
" scored an excellent hit on ",
|
||||
" hit ",
|
||||
" has injured ",
|
||||
" swings and hits ",
|
||||
}
|
||||
|
||||
// mNames are the strings for missing (fight.c m_names).
|
||||
var mNames = [8]string{
|
||||
" miss",
|
||||
" swing and miss",
|
||||
" barely miss",
|
||||
" don't hit",
|
||||
" misses",
|
||||
" swings and misses",
|
||||
" barely misses",
|
||||
" doesn't hit",
|
||||
}
|
||||
|
||||
// strPlus adjusts hit probabilities due to strength (fight.c str_plus).
|
||||
var strPlus = [32]int{
|
||||
-7, -6, -5, -4, -3, -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1,
|
||||
1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3,
|
||||
}
|
||||
|
||||
// addDam adjusts damage done due to strength (fight.c add_dam).
|
||||
var addDam = [32]int{
|
||||
-7, -6, -5, -4, -3, -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3,
|
||||
3, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6,
|
||||
}
|
||||
|
||||
// setMname returns the monster name for the given monster (fight.c
|
||||
// set_mname).
|
||||
func (g *RogueGame) setMname(tp *Monster) string {
|
||||
@@ -254,7 +217,7 @@ func (g *RogueGame) attack(mp *Monster) int {
|
||||
p.Stats.Exp = 0
|
||||
p.Stats.Lvl = 1
|
||||
} else {
|
||||
p.Stats.Exp = eLevels[p.Stats.Lvl-1] + 1
|
||||
p.Stats.Exp = g.data.eLevels[p.Stats.Lvl-1] + 1
|
||||
}
|
||||
|
||||
fewer = g.roll(1, 10)
|
||||
@@ -314,7 +277,7 @@ func (g *RogueGame) attack(mp *Monster) int {
|
||||
for _, obj := range p.Pack {
|
||||
if obj != p.CurArmor && obj != p.CurWeapon &&
|
||||
obj != p.CurRing[Left] && obj != p.CurRing[Right] &&
|
||||
obj.isMagic() {
|
||||
g.isMagic(obj) {
|
||||
if nobj++; g.rnd(nobj) == 0 {
|
||||
steal = obj
|
||||
}
|
||||
@@ -436,10 +399,10 @@ func (g *RogueGame) rollEm(thatt, thdef *Creature, weap *Object, hurl bool) bool
|
||||
didHit := false
|
||||
|
||||
for _, atk := range attacks {
|
||||
if g.swing(att.Lvl, defArm, hplus+strPlus[att.Str]) {
|
||||
if g.swing(att.Lvl, defArm, hplus+g.data.strPlus[att.Str]) {
|
||||
proll := g.roll(atk.Count, atk.Sides)
|
||||
|
||||
damage := dplus + proll + addDam[att.Str]
|
||||
damage := dplus + proll + g.data.addDam[att.Str]
|
||||
if damage > 0 {
|
||||
def.HP -= damage
|
||||
}
|
||||
@@ -515,7 +478,7 @@ func (g *RogueGame) hit(er, ee string, noend bool) {
|
||||
i += 4
|
||||
}
|
||||
|
||||
s = hNames[i]
|
||||
s = g.data.hNames[i]
|
||||
}
|
||||
|
||||
g.addmsgf("%s", s)
|
||||
@@ -546,7 +509,7 @@ func (g *RogueGame) miss(er, ee string, noend bool) {
|
||||
i += 4
|
||||
}
|
||||
|
||||
g.addmsgf("%s", mNames[i])
|
||||
g.addmsgf("%s", g.data.mNames[i])
|
||||
|
||||
if !g.Options.Terse {
|
||||
g.addmsgf(" %s", prname(ee, false))
|
||||
|
||||
@@ -138,6 +138,9 @@ type RogueGame struct {
|
||||
|
||||
rogueOpts string // the ROGUEOPTS string, re-parsed by playit as in C
|
||||
restored bool // game came from a save file; Run skips setup
|
||||
|
||||
// data is the game's copy of the static tables (extern.c and friends).
|
||||
data *gameData
|
||||
}
|
||||
|
||||
// NewGame builds a game from cfg, seeds the RNG, and randomizes the item
|
||||
@@ -145,6 +148,7 @@ type RogueGame struct {
|
||||
// and first level arrive with later porting phases).
|
||||
func NewGame(cfg Config) *RogueGame {
|
||||
g := &RogueGame{
|
||||
data: newGameData(),
|
||||
Rng: &Rng{Seed: cfg.Seed},
|
||||
Dnum: int(cfg.Seed),
|
||||
Whoami: cfg.Name,
|
||||
@@ -176,7 +180,7 @@ func NewGame(cfg Config) *RogueGame {
|
||||
g.ParseOpts(cfg.RogueOpts)
|
||||
}
|
||||
|
||||
g.Monsters = monsterTable
|
||||
g.Monsters = g.data.monsterTable
|
||||
|
||||
g.Items.Group = 2 // weapons.c: int group = 2
|
||||
for i := range g.Level.Passages {
|
||||
|
||||
52
game/init.go
52
game/init.go
@@ -8,7 +8,7 @@ import "strings"
|
||||
// initPlayer rolls her up (init.c init_player).
|
||||
func (g *RogueGame) initPlayer() {
|
||||
p := &g.Player
|
||||
p.MaxStats = initStats
|
||||
p.MaxStats = g.data.initStats
|
||||
p.Stats = p.MaxStats
|
||||
p.FoodLeft = HungerTime
|
||||
// Give him some food
|
||||
@@ -20,7 +20,7 @@ func (g *RogueGame) initPlayer() {
|
||||
obj = newObject()
|
||||
obj.Kind = KindArmor
|
||||
obj.Which = int(ArmorRingMail)
|
||||
obj.ArmorClass = aClass[ArmorRingMail] - 1
|
||||
obj.ArmorClass = g.data.aClass[ArmorRingMail] - 1
|
||||
obj.Flags.Set(Known)
|
||||
obj.Count = 1
|
||||
p.CurArmor = obj
|
||||
@@ -50,19 +50,19 @@ func (g *RogueGame) initPlayer() {
|
||||
// initColors initializes the potion color scheme for this game
|
||||
// (init.c init_colors).
|
||||
func (g *RogueGame) initColors() {
|
||||
used := make([]bool, len(rainbow))
|
||||
used := make([]bool, len(g.data.rainbow))
|
||||
|
||||
for i := range NumPotionTypes {
|
||||
var j int
|
||||
for {
|
||||
j = g.rnd(len(rainbow))
|
||||
j = g.rnd(len(g.data.rainbow))
|
||||
if !used[j] {
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
used[j] = true
|
||||
g.Items.PotColors[i] = rainbow[j]
|
||||
g.Items.PotColors[i] = g.data.rainbow[j]
|
||||
}
|
||||
}
|
||||
|
||||
@@ -75,7 +75,7 @@ func (g *RogueGame) initNames() {
|
||||
for ; nwords > 0; nwords-- {
|
||||
nsyl := g.rnd(3) + 1
|
||||
for ; nsyl > 0; nsyl-- {
|
||||
sp := sylls[g.rnd(len(sylls))]
|
||||
sp := g.data.sylls[g.rnd(len(g.data.sylls))]
|
||||
if cp.Len()+len(sp) > MaxNameLen {
|
||||
break
|
||||
}
|
||||
@@ -93,47 +93,47 @@ func (g *RogueGame) initNames() {
|
||||
// initStones initializes the ring stone setting scheme for this game
|
||||
// (init.c init_stones).
|
||||
func (g *RogueGame) initStones() {
|
||||
used := make([]bool, len(stoneTable))
|
||||
used := make([]bool, len(g.data.stoneTable))
|
||||
|
||||
for i := range NumRingTypes {
|
||||
var j int
|
||||
for {
|
||||
j = g.rnd(len(stoneTable))
|
||||
j = g.rnd(len(g.data.stoneTable))
|
||||
if !used[j] {
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
used[j] = true
|
||||
g.Items.RingStones[i] = stoneTable[j].Name
|
||||
g.Items.Rings[i].Worth += stoneTable[j].Value
|
||||
g.Items.RingStones[i] = g.data.stoneTable[j].Name
|
||||
g.Items.Rings[i].Worth += g.data.stoneTable[j].Value
|
||||
}
|
||||
}
|
||||
|
||||
// initMaterials initializes the construction materials for wands and staffs
|
||||
// (init.c init_materials).
|
||||
func (g *RogueGame) initMaterials() {
|
||||
used := make([]bool, len(woods))
|
||||
metused := make([]bool, len(metals))
|
||||
used := make([]bool, len(g.data.woods))
|
||||
metused := make([]bool, len(g.data.metals))
|
||||
|
||||
for i := range NumWandTypes {
|
||||
var str string
|
||||
|
||||
for {
|
||||
if g.rnd(2) == 0 {
|
||||
j := g.rnd(len(metals))
|
||||
j := g.rnd(len(g.data.metals))
|
||||
if !metused[j] {
|
||||
g.Items.WandType[i] = "wand"
|
||||
str = metals[j]
|
||||
g.Items.WandType[i] = wandName
|
||||
str = g.data.metals[j]
|
||||
metused[j] = true
|
||||
|
||||
break
|
||||
}
|
||||
} else {
|
||||
j := g.rnd(len(woods))
|
||||
j := g.rnd(len(g.data.woods))
|
||||
if !used[j] {
|
||||
g.Items.WandType[i] = "staff"
|
||||
str = woods[j]
|
||||
g.Items.WandType[i] = staffName
|
||||
str = g.data.woods[j]
|
||||
used[j] = true
|
||||
|
||||
break
|
||||
@@ -156,13 +156,13 @@ func sumProbs(info []ObjInfo) {
|
||||
// initProbs copies the base tables into the game and initializes the
|
||||
// probabilities for the various items (init.c init_probs).
|
||||
func (g *RogueGame) initProbs() {
|
||||
g.Items.Things = baseThings
|
||||
g.Items.Potions = basePotInfo
|
||||
g.Items.Scrolls = baseScrInfo
|
||||
g.Items.Rings = baseRingInfo
|
||||
g.Items.Sticks = baseWsInfo
|
||||
g.Items.Weapons = baseWeapInfo
|
||||
g.Items.Armors = baseArmInfo
|
||||
g.Items.Things = g.data.baseThings
|
||||
g.Items.Potions = g.data.basePotInfo
|
||||
g.Items.Scrolls = g.data.baseScrInfo
|
||||
g.Items.Rings = g.data.baseRingInfo
|
||||
g.Items.Sticks = g.data.baseWsInfo
|
||||
g.Items.Weapons = g.data.baseWeapInfo
|
||||
g.Items.Armors = g.data.baseArmInfo
|
||||
|
||||
sumProbs(g.Items.Things[:])
|
||||
sumProbs(g.Items.Potions[:])
|
||||
@@ -177,7 +177,7 @@ func (g *RogueGame) initProbs() {
|
||||
// hallucinating (init.c pick_color).
|
||||
func (g *RogueGame) pickColor(col string) string {
|
||||
if g.Player.On(Hallucinating) {
|
||||
return rainbow[g.rnd(len(rainbow))]
|
||||
return g.data.rainbow[g.rnd(len(g.data.rainbow))]
|
||||
}
|
||||
|
||||
return col
|
||||
|
||||
@@ -146,8 +146,6 @@ type statusCache struct {
|
||||
init bool
|
||||
}
|
||||
|
||||
var hungerStateName = [...]string{"", "Hungry", "Weak", "Faint"}
|
||||
|
||||
// status displays the important stats line, keeping the cursor where it was
|
||||
// (io.c status).
|
||||
func (g *RogueGame) status() {
|
||||
@@ -192,7 +190,7 @@ func (g *RogueGame) status() {
|
||||
"Level: %d Gold: %-5d Hp: %*d(%*d) Str: %2d(%d) Arm: %-2d Exp: %d/%d %s",
|
||||
g.Depth, p.Purse, s.hpwidth, p.Stats.HP, s.hpwidth, p.Stats.MaxHP,
|
||||
p.Stats.Str, p.MaxStats.Str, 10-s.arm, p.Stats.Lvl, p.Stats.Exp,
|
||||
hungerStateName[p.HungryState])
|
||||
g.data.hungerStateName[p.HungryState])
|
||||
if g.StatMsg {
|
||||
g.move(0, 0)
|
||||
g.msg("%s", line)
|
||||
|
||||
15
game/misc.go
15
game/misc.go
@@ -286,8 +286,8 @@ func (g *RogueGame) checkLevel() {
|
||||
p := &g.Player
|
||||
|
||||
var i int
|
||||
for i = 0; eLevels[i] != 0; i++ {
|
||||
if eLevels[i] > p.Stats.Exp {
|
||||
for i = 0; g.data.eLevels[i] != 0; i++ {
|
||||
if g.data.eLevels[i] > p.Stats.Exp {
|
||||
break
|
||||
}
|
||||
}
|
||||
@@ -493,22 +493,17 @@ func (g *RogueGame) callIt(info *ObjInfo) {
|
||||
}
|
||||
}
|
||||
|
||||
// thingList is misc.c rnd_thing()'s static table.
|
||||
var thingList = []byte{
|
||||
Potion, Scroll, Ring, Stick, Food, Weapon, Armor, Stairs, Gold, Amulet,
|
||||
}
|
||||
|
||||
// rndThing picks a random thing appropriate for this level (misc.c
|
||||
// rnd_thing).
|
||||
func (g *RogueGame) rndThing() byte {
|
||||
var i int
|
||||
if g.Depth >= AmuletLevel {
|
||||
i = g.rnd(len(thingList))
|
||||
i = g.rnd(len(g.data.thingList))
|
||||
} else {
|
||||
i = g.rnd(len(thingList) - 1)
|
||||
i = g.rnd(len(g.data.thingList) - 1)
|
||||
}
|
||||
|
||||
return thingList[i]
|
||||
return g.data.thingList[i]
|
||||
}
|
||||
|
||||
// chooseStr picks the first or second string depending on whether the
|
||||
|
||||
@@ -2,24 +2,12 @@ package game
|
||||
|
||||
// monsters.c — monster creation and saving throws.
|
||||
|
||||
// lvlMons and wandMons list monsters in rough order of vorpalness; zero
|
||||
// entries in wandMons never wander (monsters.c).
|
||||
var lvlMons = [26]byte{
|
||||
'K', 'E', 'B', 'S', 'H', 'I', 'R', 'O', 'Z', 'L', 'C', 'Q', 'A',
|
||||
'N', 'Y', 'F', 'T', 'W', 'P', 'X', 'U', 'M', 'V', 'G', 'J', 'D',
|
||||
}
|
||||
|
||||
var wandMons = [26]byte{
|
||||
'K', 'E', 'B', 'S', 'H', 0, 'R', 'O', 'Z', 0, 'C', 'Q', 'A',
|
||||
0, 'Y', 0, 'T', 'W', 'P', 0, 'U', 'M', 'V', 'G', 'J', 0,
|
||||
}
|
||||
|
||||
// randMonster picks a monster to show up; the lower the level, the meaner
|
||||
// the monster (monsters.c randmonster).
|
||||
func (g *RogueGame) randMonster(wander bool) byte {
|
||||
mons := &lvlMons
|
||||
mons := &g.data.lvlMons
|
||||
if wander {
|
||||
mons = &wandMons
|
||||
mons = &g.data.wandMons
|
||||
}
|
||||
|
||||
for {
|
||||
|
||||
@@ -255,17 +255,17 @@ func (g *RogueGame) beTrapped(tc Coord) TrapKind {
|
||||
case 0:
|
||||
g.msg("you are suddenly in a parallel dimension")
|
||||
case 1:
|
||||
g.msg("the light in here suddenly seems %s", rainbow[g.rnd(len(rainbow))])
|
||||
g.msg("the light in here suddenly seems %s", g.data.rainbow[g.rnd(len(g.data.rainbow))])
|
||||
case 2:
|
||||
g.msg("you feel a sting in the side of your neck")
|
||||
case 3:
|
||||
g.msg("multi-colored lines swirl around you, then fade")
|
||||
case 4:
|
||||
g.msg("a %s light flashes in your eyes", rainbow[g.rnd(len(rainbow))])
|
||||
g.msg("a %s light flashes in your eyes", g.data.rainbow[g.rnd(len(g.data.rainbow))])
|
||||
case 5:
|
||||
g.msg("a spike shoots past your ear!")
|
||||
case 6:
|
||||
g.msg("%s sparks dance across your armor", rainbow[g.rnd(len(rainbow))])
|
||||
g.msg("%s sparks dance across your armor", g.data.rainbow[g.rnd(len(g.data.rainbow))])
|
||||
case 7:
|
||||
g.msg("you suddenly feel very thirsty")
|
||||
case 8:
|
||||
@@ -273,7 +273,7 @@ func (g *RogueGame) beTrapped(tc Coord) TrapKind {
|
||||
case 9:
|
||||
g.msg("time now seems to be going slower")
|
||||
case 10:
|
||||
g.msg("you pack turns %s!", rainbow[g.rnd(len(rainbow))])
|
||||
g.msg("you pack turns %s!", g.data.rainbow[g.rnd(len(g.data.rainbow))])
|
||||
}
|
||||
case TrapSleep:
|
||||
g.NoCommand += g.spread(5) // SLEEPTIME
|
||||
|
||||
@@ -26,36 +26,49 @@ const (
|
||||
KindRingOrStick ObjectKind = -2
|
||||
)
|
||||
|
||||
// kindGlyphs maps each kind to the character Rogue draws for it.
|
||||
var kindGlyphs = [...]byte{
|
||||
KindNone: ' ',
|
||||
KindPotion: Potion,
|
||||
KindScroll: Scroll,
|
||||
KindFood: Food,
|
||||
KindWeapon: Weapon,
|
||||
KindArmor: Armor,
|
||||
KindRing: Ring,
|
||||
KindWand: Stick,
|
||||
KindAmulet: Amulet,
|
||||
KindGold: Gold,
|
||||
}
|
||||
// Category words shared by ObjectKind.String, the discovery list, and the
|
||||
// ident table. (The bare identifiers Potion, Scroll, Ring, Gold are the
|
||||
// glyph byte constants.)
|
||||
const (
|
||||
potionName = "potion"
|
||||
scrollName = "scroll"
|
||||
ringName = "ring"
|
||||
goldName = "gold"
|
||||
)
|
||||
|
||||
// Glyph returns the map/display character for this kind of object.
|
||||
func (k ObjectKind) Glyph() byte {
|
||||
if k < 0 || int(k) >= len(kindGlyphs) {
|
||||
return ' '
|
||||
switch k {
|
||||
case KindPotion:
|
||||
return Potion
|
||||
case KindScroll:
|
||||
return Scroll
|
||||
case KindFood:
|
||||
return Food
|
||||
case KindWeapon:
|
||||
return Weapon
|
||||
case KindArmor:
|
||||
return Armor
|
||||
case KindRing:
|
||||
return Ring
|
||||
case KindWand:
|
||||
return Stick
|
||||
case KindAmulet:
|
||||
return Amulet
|
||||
case KindGold:
|
||||
return Gold
|
||||
}
|
||||
|
||||
return kindGlyphs[k]
|
||||
return ' '
|
||||
}
|
||||
|
||||
// String names the category the way the C type_name() did.
|
||||
func (k ObjectKind) String() string {
|
||||
switch k {
|
||||
case KindPotion:
|
||||
return "potion"
|
||||
return potionName
|
||||
case KindScroll:
|
||||
return "scroll"
|
||||
return scrollName
|
||||
case KindFood:
|
||||
return "food"
|
||||
case KindWeapon:
|
||||
@@ -63,13 +76,13 @@ func (k ObjectKind) String() string {
|
||||
case KindArmor:
|
||||
return "suit of armor"
|
||||
case KindRing:
|
||||
return "ring"
|
||||
return ringName
|
||||
case KindWand:
|
||||
return "wand or staff"
|
||||
case KindAmulet:
|
||||
return "amulet"
|
||||
case KindGold:
|
||||
return "gold"
|
||||
return goldName
|
||||
case KindRingOrStick:
|
||||
return "ring, wand or staff"
|
||||
}
|
||||
@@ -80,10 +93,25 @@ func (k ObjectKind) String() string {
|
||||
// objectKindForGlyph is the reverse of Glyph: what category of item does a
|
||||
// map character denote. Returns KindNone for non-item characters.
|
||||
func objectKindForGlyph(ch byte) ObjectKind {
|
||||
for k, g := range kindGlyphs {
|
||||
if g == ch && ObjectKind(k) != KindNone {
|
||||
return ObjectKind(k)
|
||||
}
|
||||
switch ch {
|
||||
case Potion:
|
||||
return KindPotion
|
||||
case Scroll:
|
||||
return KindScroll
|
||||
case Food:
|
||||
return KindFood
|
||||
case Weapon:
|
||||
return KindWeapon
|
||||
case Armor:
|
||||
return KindArmor
|
||||
case Ring:
|
||||
return KindRing
|
||||
case Stick:
|
||||
return KindWand
|
||||
case Amulet:
|
||||
return KindAmulet
|
||||
case Gold:
|
||||
return KindGold
|
||||
}
|
||||
|
||||
return KindNone
|
||||
|
||||
@@ -101,7 +101,7 @@ func (g *RogueGame) putOpt(op *optDesc) {
|
||||
case optBool, optSeeFloor:
|
||||
hw.AddStr(boolStr(*op.boolP))
|
||||
case optInvT:
|
||||
hw.AddStr(invTName[*op.intP])
|
||||
hw.AddStr(g.data.invTName[*op.intP])
|
||||
case optStr:
|
||||
hw.AddStr(*op.strP)
|
||||
}
|
||||
@@ -291,7 +291,7 @@ func displayStr(buf []byte) string {
|
||||
func (g *RogueGame) getInvT(ip *int) int {
|
||||
win := g.scr.Hw
|
||||
oy, ox := win.GetYX()
|
||||
win.AddStr(invTName[*ip])
|
||||
win.AddStr(g.data.invTName[*ip])
|
||||
|
||||
for {
|
||||
win.Move(oy, ox)
|
||||
@@ -319,7 +319,7 @@ func (g *RogueGame) getInvT(ip *int) int {
|
||||
break
|
||||
}
|
||||
|
||||
win.MvPrintwf(oy, ox, "%s\n", invTName[*ip])
|
||||
win.MvPrintwf(oy, ox, "%s\n", g.data.invTName[*ip])
|
||||
|
||||
return Norm
|
||||
}
|
||||
@@ -383,7 +383,7 @@ func (g *RogueGame) ParseOpts(str string) {
|
||||
w = string(toUpper(w[0])) + w[1:]
|
||||
}
|
||||
|
||||
for ti, tn := range invTName {
|
||||
for ti, tn := range g.data.invTName {
|
||||
if strings.HasPrefix(tn, w) {
|
||||
*op.intP = ti
|
||||
|
||||
|
||||
@@ -2,19 +2,6 @@ package game
|
||||
|
||||
// passages.c — draw the connecting passages.
|
||||
|
||||
// rdesConn is the hardcoded 3x3 room adjacency matrix from do_passages.
|
||||
var rdesConn = [MaxRooms][MaxRooms]bool{
|
||||
{false, true, false, true, false, false, false, false, false},
|
||||
{true, false, true, false, true, false, false, false, false},
|
||||
{false, true, false, false, false, true, false, false, false},
|
||||
{true, false, false, false, true, false, true, false, false},
|
||||
{false, true, false, true, false, true, false, true, false},
|
||||
{false, false, true, false, true, false, false, false, true},
|
||||
{false, false, false, true, false, false, false, true, false},
|
||||
{false, false, false, false, true, false, true, false, true},
|
||||
{false, false, false, false, false, true, false, true, false},
|
||||
}
|
||||
|
||||
// doPassages draws all the passages on a level (passages.c do_passages).
|
||||
func (g *RogueGame) doPassages() {
|
||||
var (
|
||||
@@ -34,7 +21,7 @@ func (g *RogueGame) doPassages() {
|
||||
r2 := -1
|
||||
|
||||
for i := range MaxRooms {
|
||||
if rdesConn[r1][i] && !ingraph[i] {
|
||||
if g.data.rdesConn[r1][i] && !ingraph[i] {
|
||||
if j++; g.rnd(j) == 0 {
|
||||
r2 = i
|
||||
}
|
||||
@@ -74,7 +61,7 @@ func (g *RogueGame) doPassages() {
|
||||
r2 := -1
|
||||
|
||||
for i := range MaxRooms {
|
||||
if rdesConn[r1][i] && !isconn[r1][i] {
|
||||
if g.data.rdesConn[r1][i] && !isconn[r1][i] {
|
||||
if j++; g.rnd(j) == 0 {
|
||||
r2 = i
|
||||
}
|
||||
|
||||
@@ -13,24 +13,6 @@ type pact struct {
|
||||
straight string
|
||||
}
|
||||
|
||||
// pActions is potions.c p_actions[]. The P_SEEINVIS message is dynamic
|
||||
// (it names the fruit) and is computed in doPot.
|
||||
var pActions = [NumPotionTypes]pact{
|
||||
PotionConfusion: {Confused, DUnconfuse, HuhDuration,
|
||||
"what a tripy feeling!",
|
||||
"wait, what's going on here. Huh? What? Who?"},
|
||||
PotionLSD: {Hallucinating, DComeDown, SeeDuration,
|
||||
"Oh, wow! Everything seems so cosmic!",
|
||||
"Oh, wow! Everything seems so cosmic!"},
|
||||
PotionSeeInvisible: {CanSeeInvisible, DUnsee, SeeDuration, "", ""},
|
||||
PotionBlindness: {Blind, DSight, SeeDuration,
|
||||
"oh, bummer! Everything is dark! Help!",
|
||||
"a cloak of darkness falls around you"},
|
||||
PotionLevitation: {Levitating, DLand, HealTime,
|
||||
"oh, wow! You're floating in the air!",
|
||||
"you start to float in the air"},
|
||||
}
|
||||
|
||||
// quaff drinks a potion from the pack (potions.c quaff).
|
||||
func (g *RogueGame) quaff() {
|
||||
p := &g.Player
|
||||
@@ -100,7 +82,7 @@ func (g *RogueGame) quaff() {
|
||||
g.scr.Hw.Clear()
|
||||
|
||||
for _, tp := range g.Level.Objects {
|
||||
if tp.isMagic() {
|
||||
if g.isMagic(tp) {
|
||||
show = true
|
||||
|
||||
g.scr.Hw.MvAddCh(tp.Pos.Y, tp.Pos.X, Magic)
|
||||
@@ -110,7 +92,7 @@ func (g *RogueGame) quaff() {
|
||||
|
||||
for _, mp := range g.Level.Monsters {
|
||||
for _, tp := range mp.Pack {
|
||||
if tp.isMagic() {
|
||||
if g.isMagic(tp) {
|
||||
show = true
|
||||
|
||||
g.scr.Hw.MvAddCh(mp.Pos.Y, mp.Pos.X, Magic)
|
||||
@@ -208,14 +190,14 @@ func (g *RogueGame) quaff() {
|
||||
// raiseLevel: the guy just magically went up a level (potions.c
|
||||
// raise_level).
|
||||
func (g *RogueGame) raiseLevel() {
|
||||
g.Player.Stats.Exp = eLevels[g.Player.Stats.Lvl-1] + 1
|
||||
g.Player.Stats.Exp = g.data.eLevels[g.Player.Stats.Lvl-1] + 1
|
||||
g.checkLevel()
|
||||
}
|
||||
|
||||
// doPot does a potion with standard setup: it uses a fuse and turns on a
|
||||
// flag (potions.c do_pot).
|
||||
func (g *RogueGame) doPot(kind PotionKind, knowit bool) {
|
||||
pp := &pActions[kind]
|
||||
pp := &g.data.pActions[kind]
|
||||
if !g.Items.Potions[kind].Know {
|
||||
g.Items.Potions[kind].Know = knowit
|
||||
}
|
||||
@@ -240,10 +222,10 @@ func (g *RogueGame) doPot(kind PotionKind, knowit bool) {
|
||||
}
|
||||
|
||||
// isMagic reports whether an object radiates magic (potions.c is_magic).
|
||||
func (o *Object) isMagic() bool {
|
||||
func (g *RogueGame) isMagic(o *Object) bool {
|
||||
switch o.Kind {
|
||||
case KindArmor:
|
||||
return o.Flags.Has(Protected) || o.ArmorClass != aClass[o.Which]
|
||||
return o.Flags.Has(Protected) || o.ArmorClass != g.data.aClass[o.Which]
|
||||
case KindWeapon:
|
||||
return o.HPlus != 0 || o.DPlus != 0
|
||||
case KindPotion, KindScroll, KindWand, KindRing, KindAmulet:
|
||||
|
||||
@@ -139,25 +139,6 @@ 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 = [NumRingTypes]int{
|
||||
1, // R_PROTECT
|
||||
1, // R_ADDSTR
|
||||
1, // R_SUSTSTR
|
||||
-3, // R_SEARCH
|
||||
-5, // R_SEEINVIS
|
||||
0, // R_NOP
|
||||
0, // R_AGGR
|
||||
-3, // R_ADDHIT
|
||||
-3, // R_ADDDAM
|
||||
2, // R_REGEN
|
||||
-2, // R_DIGEST
|
||||
0, // R_TELEPORT
|
||||
1, // R_STEALTH
|
||||
1, // R_SUSTARM
|
||||
}
|
||||
|
||||
// ringEat reports how much food the ring on the given hand uses up
|
||||
// (rings.c ring_eat).
|
||||
func (g *RogueGame) ringEat(hand int) int {
|
||||
@@ -166,7 +147,7 @@ func (g *RogueGame) ringEat(hand int) int {
|
||||
return 0
|
||||
}
|
||||
|
||||
eat := ringUses[ring.RingKind()]
|
||||
eat := g.data.ringUses[ring.RingKind()]
|
||||
if eat < 0 {
|
||||
if g.rnd(-eat) == 0 {
|
||||
eat = 1
|
||||
|
||||
31
game/rip.go
31
game/rip.go
@@ -21,22 +21,6 @@ func (g *RogueGame) myExit() {
|
||||
panic(gameEnd{})
|
||||
}
|
||||
|
||||
var ripArt = []string{
|
||||
" __________",
|
||||
" / \\",
|
||||
" / REST \\",
|
||||
" / IN \\",
|
||||
" / PEACE \\",
|
||||
" / \\",
|
||||
" | |",
|
||||
" | |",
|
||||
" | killed by a |",
|
||||
" | |",
|
||||
" | 1980 |",
|
||||
" *| * * * | *",
|
||||
" ________)/\\\\_//(\\/(/\\)/\\//\\/|_)_______",
|
||||
}
|
||||
|
||||
// death does something really fun when he dies (rip.c death).
|
||||
func (g *RogueGame) death(monst byte) {
|
||||
p := &g.Player
|
||||
@@ -56,7 +40,7 @@ func (g *RogueGame) death(monst byte) {
|
||||
} else {
|
||||
year := time.Now().Year()
|
||||
|
||||
for i, line := range ripArt {
|
||||
for i, line := range g.data.ripArt {
|
||||
g.scr.Std.MvAddStr(8+i, 0, line)
|
||||
}
|
||||
|
||||
@@ -144,7 +128,7 @@ func (g *RogueGame) totalWinner() {
|
||||
case KindArmor:
|
||||
worth = it.Armors[obj.Which].Worth
|
||||
worth += (9 - obj.ArmorClass) * 100
|
||||
worth += 10 * (aClass[obj.Which] - obj.ArmorClass)
|
||||
worth += 10 * (g.data.aClass[obj.Which] - obj.ArmorClass)
|
||||
obj.Flags.Set(Known)
|
||||
case KindScroll:
|
||||
op := &it.Scrolls[obj.Which]
|
||||
@@ -216,15 +200,6 @@ func (g *RogueGame) totalWinner() {
|
||||
g.myExit()
|
||||
}
|
||||
|
||||
// killnameTable is the rip.c nlist[]: special death causes.
|
||||
var killnameTable = []helpEntry{
|
||||
{'a', "arrow", true},
|
||||
{'b', "bolt", true},
|
||||
{'d', "dart", true},
|
||||
{'h', "hypothermia", false},
|
||||
{'s', "starvation", false},
|
||||
}
|
||||
|
||||
// killname converts a code to a monster name (rip.c killname).
|
||||
func (g *RogueGame) killname(monst byte, doart bool) string {
|
||||
var (
|
||||
@@ -239,7 +214,7 @@ func (g *RogueGame) killname(monst byte, doart bool) string {
|
||||
sp = "Wally the Wonder Badger"
|
||||
article = false
|
||||
|
||||
for _, hp := range killnameTable {
|
||||
for _, hp := range g.data.killnameTable {
|
||||
if hp.Ch == monst {
|
||||
sp = hp.Desc
|
||||
article = hp.Print
|
||||
|
||||
@@ -606,6 +606,7 @@ func Restore(path string, cfg Config) (*RogueGame, error) {
|
||||
}
|
||||
|
||||
g := &RogueGame{
|
||||
data: newGameData(),
|
||||
Rng: &Rng{},
|
||||
Playing: true,
|
||||
ScorePath: cfg.ScorePath,
|
||||
|
||||
@@ -25,13 +25,6 @@ type ScoreEnt struct {
|
||||
Time int64
|
||||
}
|
||||
|
||||
var scoreReasons = [4]string{
|
||||
"killed",
|
||||
"quit",
|
||||
"A total winner",
|
||||
"killed with Amulet",
|
||||
}
|
||||
|
||||
// rdScore reads the scoreboard file (save.c rd_score).
|
||||
func (g *RogueGame) rdScore() []ScoreEnt {
|
||||
topTen := make([]ScoreEnt, numScores)
|
||||
@@ -187,7 +180,7 @@ func (g *RogueGame) score(amount, flags int, monst byte) {
|
||||
}
|
||||
|
||||
line := fmt.Sprintf("%2d %5d %s: %s on level %d", i+1,
|
||||
scp.Score, scp.Name, scoreReasons[scp.Flags], scp.Level)
|
||||
scp.Score, scp.Name, g.data.scoreReasons[scp.Flags], scp.Level)
|
||||
if scp.Flags == 0 || scp.Flags == 3 {
|
||||
line += " by " + g.killname(scp.Monster, true)
|
||||
}
|
||||
|
||||
@@ -2,16 +2,6 @@ package game
|
||||
|
||||
// scrolls.c — read a scroll and let it happen.
|
||||
|
||||
// idType maps identify scrolls to the kind of item they identify
|
||||
// (scrolls.c static id_type).
|
||||
var idType = [ScrollIdentifyRingOrStick + 1]ObjectKind{
|
||||
ScrollIdentifyPotion: KindPotion,
|
||||
ScrollIdentifyScroll: KindScroll,
|
||||
ScrollIdentifyWeapon: KindWeapon,
|
||||
ScrollIdentifyArmor: KindArmor,
|
||||
ScrollIdentifyRingOrStick: KindRingOrStick,
|
||||
}
|
||||
|
||||
// readScroll reads a scroll from the pack and does the appropriate thing
|
||||
// (scrolls.c read_scroll).
|
||||
func (g *RogueGame) readScroll() {
|
||||
@@ -136,7 +126,7 @@ func (g *RogueGame) readScroll() {
|
||||
// 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.ScrollKind()])
|
||||
g.whatis(true, g.data.idType[obj.ScrollKind()])
|
||||
case ScrollMagicMapping:
|
||||
// Scroll of magic mapping.
|
||||
g.Items.Scrolls[ScrollMagicMapping].Know = true
|
||||
|
||||
@@ -4,6 +4,12 @@ import "fmt"
|
||||
|
||||
// sticks.c — zap wands and staffs.
|
||||
|
||||
// The two ws_type strings a stick can be made as.
|
||||
const (
|
||||
wandName = "wand"
|
||||
staffName = "staff"
|
||||
)
|
||||
|
||||
// doZap performs a zap with a wand (sticks.c do_zap).
|
||||
func (g *RogueGame) doZap() {
|
||||
p := &g.Player
|
||||
@@ -378,7 +384,7 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
|
||||
|
||||
// fixStick sets up a new wand or staff (sticks.c fix_stick).
|
||||
func (g *RogueGame) fixStick(cur *Object) {
|
||||
if g.Items.WandType[cur.Which] == "staff" {
|
||||
if g.Items.WandType[cur.Which] == staffName {
|
||||
cur.Damage = dice("2x3")
|
||||
} else {
|
||||
cur.Damage = dice("1x1")
|
||||
|
||||
889
game/tables.go
889
game/tables.go
@@ -1,247 +1,11 @@
|
||||
package game
|
||||
|
||||
// This file is the immutable data from extern.c and init.c: tables that are
|
||||
// never written after program start. Per-game mutable copies (the ObjInfo
|
||||
// tables, whose probabilities are re-summed and whose Know/Guess fields
|
||||
// change during play) are cloned into RogueGame.Items by NewGame.
|
||||
|
||||
// initStats is the C INIT_STATS: the player's starting statistics.
|
||||
var initStats = Stats{Str: 16, Exp: 0, Lvl: 1, ArmorClass: 10, HP: 12, Dmg: dice("1x4"), MaxHP: 12}
|
||||
|
||||
// aClass is extern.c a_class[]: armor class for each armor type.
|
||||
var aClass = [NumArmorTypes]int{
|
||||
8, // LEATHER
|
||||
7, // RING_MAIL
|
||||
7, // STUDDED_LEATHER
|
||||
6, // SCALE_MAIL
|
||||
5, // CHAIN_MAIL
|
||||
4, // SPLINT_MAIL
|
||||
4, // BANDED_MAIL
|
||||
3, // PLATE_MAIL
|
||||
}
|
||||
|
||||
// eLevels is extern.c e_levels[]: experience thresholds per level; the
|
||||
// zero terminates the table as in C.
|
||||
var eLevels = []int{
|
||||
10, 20, 40, 80, 160, 320, 640, 1300, 2600, 5200, 13000, 26000,
|
||||
50000, 100000, 200000, 400000, 800000, 2000000, 4000000, 8000000, 0,
|
||||
}
|
||||
|
||||
// trName is extern.c tr_name[]: names of the traps.
|
||||
var trName = [NumTrapTypes]string{
|
||||
"a trapdoor",
|
||||
"an arrow trap",
|
||||
"a sleeping gas trap",
|
||||
"a beartrap",
|
||||
"a teleport trap",
|
||||
"a poison dart trap",
|
||||
"a rust trap",
|
||||
"a mysterious trap",
|
||||
}
|
||||
|
||||
// invTName is extern.c inv_t_name[]: the inventory style names.
|
||||
var invTName = []string{"Overwrite", "Slow", "Clear"}
|
||||
|
||||
// monsterTable is extern.c monsters[26]: all monster kinds, indexed by
|
||||
// letter - 'A'. Monster strength (XX in C) is always 10; HP (___ in C) is
|
||||
// rolled from the level at creation time.
|
||||
var monsterTable = [26]MonsterKind{
|
||||
/* Name CARRY FLAGS str exp lvl arm hp dmg */
|
||||
{"aquator", 0, Mean, Stats{10, 20, 5, 2, 1, dice("0x0/0x0"), 0}},
|
||||
{"bat", 0, Flying, Stats{10, 1, 1, 3, 1, dice("1x2"), 0}},
|
||||
{"centaur", 15, 0, Stats{10, 17, 4, 4, 1, dice("1x2/1x5/1x5"), 0}},
|
||||
{"dragon", 100, Mean, Stats{10, 5000, 10, -1, 1, dice("1x8/1x8/3x10"), 0}},
|
||||
{"emu", 0, Mean, Stats{10, 2, 1, 7, 1, dice("1x2"), 0}},
|
||||
{"venus flytrap", 0, Mean, Stats{10, 80, 8, 3, 1, dice("%%%x0"), 0}},
|
||||
{"griffin", 20, Mean | Flying | Regenerates, Stats{10, 2000, 13, 2, 1, dice("4x3/3x5"), 0}},
|
||||
{"hobgoblin", 0, Mean, Stats{10, 3, 1, 5, 1, dice("1x8"), 0}},
|
||||
{"ice monster", 0, 0, Stats{10, 5, 1, 9, 1, dice("0x0"), 0}},
|
||||
{"jabberwock", 70, 0, Stats{10, 3000, 15, 6, 1, dice("2x12/2x4"), 0}},
|
||||
{"kestrel", 0, Mean | Flying, Stats{10, 1, 1, 7, 1, dice("1x4"), 0}},
|
||||
{"leprechaun", 0, 0, Stats{10, 10, 3, 8, 1, dice("1x1"), 0}},
|
||||
{"medusa", 40, Mean, Stats{10, 200, 8, 2, 1, dice("3x4/3x4/2x5"), 0}},
|
||||
{"nymph", 100, 0, Stats{10, 37, 3, 9, 1, dice("0x0"), 0}},
|
||||
{"orc", 15, Greedy, Stats{10, 5, 1, 6, 1, dice("1x8"), 0}},
|
||||
{"phantom", 0, Invisible, Stats{10, 120, 8, 3, 1, dice("4x4"), 0}},
|
||||
{"quagga", 0, Mean, Stats{10, 15, 3, 3, 1, dice("1x5/1x5"), 0}},
|
||||
{"rattlesnake", 0, Mean, Stats{10, 9, 2, 3, 1, dice("1x6"), 0}},
|
||||
{"snake", 0, Mean, Stats{10, 2, 1, 5, 1, dice("1x3"), 0}},
|
||||
{"troll", 50, Regenerates | Mean, Stats{10, 120, 6, 4, 1, dice("1x8/1x8/2x6"), 0}},
|
||||
{"black unicorn", 0, Mean, Stats{10, 190, 7, -2, 1, dice("1x9/1x9/2x9"), 0}},
|
||||
{"vampire", 20, Regenerates | Mean, Stats{10, 350, 8, 1, 1, dice("1x10"), 0}},
|
||||
{"wraith", 0, 0, Stats{10, 55, 5, 4, 1, dice("1x6"), 0}},
|
||||
{"xeroc", 30, 0, Stats{10, 100, 7, 7, 1, dice("4x4"), 0}},
|
||||
{"yeti", 30, 0, Stats{10, 50, 4, 6, 1, dice("1x6/1x6"), 0}},
|
||||
{"zombie", 0, Mean, Stats{10, 6, 2, 8, 1, dice("1x8"), 0}},
|
||||
}
|
||||
|
||||
// Base ObjInfo tables (extern.c). These are templates: NewGame copies them
|
||||
// into ItemLore before initProbs converts Prob to cumulative form.
|
||||
|
||||
var baseThings = [NumThings]ObjInfo{
|
||||
{Prob: 26}, // potion
|
||||
{Prob: 36}, // scroll
|
||||
{Prob: 16}, // food
|
||||
{Prob: 7}, // weapon
|
||||
{Prob: 7}, // armor
|
||||
{Prob: 4}, // ring
|
||||
{Prob: 4}, // stick
|
||||
}
|
||||
|
||||
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},
|
||||
{Name: "scale mail", Prob: 13, Worth: 30},
|
||||
{Name: "chain mail", Prob: 12, Worth: 75},
|
||||
{Name: "splint mail", Prob: 10, Worth: 80},
|
||||
{Name: "banded mail", Prob: 10, Worth: 90},
|
||||
{Name: "plate mail", Prob: 5, Worth: 150},
|
||||
}
|
||||
|
||||
var basePotInfo = [NumPotionTypes]ObjInfo{
|
||||
{Name: "confusion", Prob: 7, Worth: 5},
|
||||
{Name: "hallucination", Prob: 8, Worth: 5},
|
||||
{Name: "poison", Prob: 8, Worth: 5},
|
||||
{Name: "gain strength", Prob: 13, Worth: 150},
|
||||
{Name: "see invisible", Prob: 3, Worth: 100},
|
||||
{Name: "healing", Prob: 13, Worth: 130},
|
||||
{Name: "monster detection", Prob: 6, Worth: 130},
|
||||
{Name: "magic detection", Prob: 6, Worth: 105},
|
||||
{Name: "raise level", Prob: 2, Worth: 250},
|
||||
{Name: "extra healing", Prob: 5, Worth: 200},
|
||||
{Name: "haste self", Prob: 5, Worth: 190},
|
||||
{Name: "restore strength", Prob: 13, Worth: 130},
|
||||
{Name: "blindness", Prob: 5, Worth: 5},
|
||||
{Name: "levitation", Prob: 6, Worth: 75},
|
||||
}
|
||||
|
||||
var baseRingInfo = [NumRingTypes]ObjInfo{
|
||||
{Name: "protection", Prob: 9, Worth: 400},
|
||||
{Name: "add strength", Prob: 9, Worth: 400},
|
||||
{Name: "sustain strength", Prob: 5, Worth: 280},
|
||||
{Name: "searching", Prob: 10, Worth: 420},
|
||||
{Name: "see invisible", Prob: 10, Worth: 310},
|
||||
{Name: "adornment", Prob: 1, Worth: 10},
|
||||
{Name: "aggravate monster", Prob: 10, Worth: 10},
|
||||
{Name: "dexterity", Prob: 8, Worth: 440},
|
||||
{Name: "increase damage", Prob: 8, Worth: 400},
|
||||
{Name: "regeneration", Prob: 4, Worth: 460},
|
||||
{Name: "slow digestion", Prob: 9, Worth: 240},
|
||||
{Name: "teleportation", Prob: 5, Worth: 30},
|
||||
{Name: "stealth", Prob: 7, Worth: 470},
|
||||
{Name: "maintain armor", Prob: 5, Worth: 380},
|
||||
}
|
||||
|
||||
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},
|
||||
{Name: "sleep", Prob: 3, Worth: 5},
|
||||
{Name: "enchant armor", Prob: 7, Worth: 160},
|
||||
{Name: "identify potion", Prob: 10, Worth: 80},
|
||||
{Name: "identify scroll", Prob: 10, Worth: 80},
|
||||
{Name: "identify weapon", Prob: 6, Worth: 80},
|
||||
{Name: "identify armor", Prob: 7, Worth: 100},
|
||||
{Name: "identify ring, wand or staff", Prob: 10, Worth: 115},
|
||||
{Name: "scare monster", Prob: 3, Worth: 200},
|
||||
{Name: "food detection", Prob: 2, Worth: 60},
|
||||
{Name: "teleportation", Prob: 5, Worth: 165},
|
||||
{Name: "enchant weapon", Prob: 8, Worth: 150},
|
||||
{Name: "create monster", Prob: 4, Worth: 75},
|
||||
{Name: "remove curse", Prob: 7, Worth: 105},
|
||||
{Name: "aggravate monsters", Prob: 3, Worth: 20},
|
||||
{Name: "protect armor", Prob: 2, Worth: 250},
|
||||
}
|
||||
|
||||
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},
|
||||
{Name: "arrow", Prob: 12, Worth: 1},
|
||||
{Name: "dagger", Prob: 8, Worth: 3},
|
||||
{Name: "two handed sword", Prob: 10, Worth: 75},
|
||||
{Name: "dart", Prob: 12, Worth: 2},
|
||||
{Name: "shuriken", Prob: 12, Worth: 5},
|
||||
{Name: "spear", Prob: 12, Worth: 5},
|
||||
{}, // DO NOT REMOVE: fake entry for dragon's breath
|
||||
}
|
||||
|
||||
var baseWsInfo = [NumWandTypes]ObjInfo{
|
||||
{Name: "light", Prob: 12, Worth: 250},
|
||||
{Name: "invisibility", Prob: 6, Worth: 5},
|
||||
{Name: "lightning", Prob: 3, Worth: 330},
|
||||
{Name: "fire", Prob: 3, Worth: 330},
|
||||
{Name: "cold", Prob: 3, Worth: 330},
|
||||
{Name: "polymorph", Prob: 15, Worth: 310},
|
||||
{Name: "magic missile", Prob: 10, Worth: 170},
|
||||
{Name: "haste monster", Prob: 10, Worth: 5},
|
||||
{Name: "slow monster", Prob: 11, Worth: 350},
|
||||
{Name: "drain life", Prob: 9, Worth: 300},
|
||||
{Name: "nothing", Prob: 1, Worth: 5},
|
||||
{Name: "teleport away", Prob: 6, Worth: 340},
|
||||
{Name: "teleport to", Prob: 6, Worth: 50},
|
||||
{Name: "cancellation", Prob: 5, Worth: 280},
|
||||
}
|
||||
|
||||
// rainbow is init.c rainbow[]: the possible potion colors.
|
||||
var rainbow = []string{
|
||||
"amber", "aquamarine", "black", "blue", "brown", "clear", "crimson",
|
||||
"cyan", "ecru", "gold", "green", "grey", "magenta", "orange", "pink",
|
||||
"plaid", "purple", "red", "silver", "tan", "tangerine", "topaz",
|
||||
"turquoise", "vermilion", "violet", "white", "yellow",
|
||||
}
|
||||
|
||||
// sylls is init.c sylls[]: syllables for generated scroll names.
|
||||
var sylls = []string{
|
||||
"a", "ab", "ag", "aks", "ala", "an", "app", "arg", "arze", "ash",
|
||||
"bek", "bie", "bit", "bjor", "blu", "bot", "bu", "byt", "comp",
|
||||
"con", "cos", "cre", "dalf", "dan", "den", "do", "e", "eep", "el",
|
||||
"eng", "er", "ere", "erk", "esh", "evs", "fa", "fid", "fri", "fu",
|
||||
"gan", "gar", "glen", "gop", "gre", "ha", "hyd", "i", "ing", "ip",
|
||||
"ish", "it", "ite", "iv", "jo", "kho", "kli", "klis", "la", "lech",
|
||||
"mar", "me", "mi", "mic", "mik", "mon", "mung", "mur", "nej",
|
||||
"nelg", "nep", "ner", "nes", "nes", "nih", "nin", "o", "od", "ood",
|
||||
"org", "orn", "ox", "oxy", "pay", "ple", "plu", "po", "pot",
|
||||
"prok", "re", "rea", "rhov", "ri", "ro", "rog", "rok", "rol", "sa",
|
||||
"san", "sat", "sef", "seh", "shu", "ski", "sna", "sne", "snik",
|
||||
"sno", "so", "sol", "sri", "sta", "sun", "ta", "tab", "tem",
|
||||
"there", "ti", "tox", "trol", "tue", "turs", "u", "ulk", "um", "un",
|
||||
"uni", "ur", "val", "viv", "vly", "vom", "wah", "wed", "werg",
|
||||
"wex", "whon", "wun", "xo", "y", "yot", "yu", "zant", "zeb", "zim",
|
||||
"zok", "zon", "zum",
|
||||
}
|
||||
|
||||
// stoneTable is init.c stones[]: ring stones and their worth.
|
||||
var stoneTable = []Stone{
|
||||
{"agate", 25}, {"alexandrite", 40}, {"amethyst", 50},
|
||||
{"carnelian", 40}, {"diamond", 300}, {"emerald", 300},
|
||||
{"germanium", 225}, {"granite", 5}, {"garnet", 50},
|
||||
{"jade", 150}, {"kryptonite", 300}, {"lapis lazuli", 50},
|
||||
{"moonstone", 50}, {"obsidian", 15}, {"onyx", 60},
|
||||
{"opal", 200}, {"pearl", 220}, {"peridot", 63},
|
||||
{"ruby", 350}, {"sapphire", 285}, {"stibotantalite", 200},
|
||||
{"tiger eye", 50}, {"topaz", 60}, {"turquoise", 70},
|
||||
{"taaffeite", 300}, {"zircon", 80},
|
||||
}
|
||||
|
||||
// woods is init.c wood[]: what staffs are made of.
|
||||
var woods = []string{
|
||||
"avocado wood", "balsa", "bamboo", "banyan", "birch", "cedar",
|
||||
"cherry", "cinnibar", "cypress", "dogwood", "driftwood", "ebony",
|
||||
"elm", "eucalyptus", "fall", "hemlock", "holly", "ironwood",
|
||||
"kukui wood", "mahogany", "manzanita", "maple", "oaken",
|
||||
"persimmon wood", "pecan", "pine", "poplar", "redwood", "rosewood",
|
||||
"spruce", "teak", "walnut", "zebrawood",
|
||||
}
|
||||
|
||||
// metals is init.c metal[]: what wands are made of.
|
||||
var metals = []string{
|
||||
"aluminum", "beryllium", "bone", "brass", "bronze", "copper",
|
||||
"electrum", "gold", "iron", "lead", "magnesium", "mercury",
|
||||
"nickel", "pewter", "platinum", "steel", "silver", "silicon",
|
||||
"tin", "titanium", "tungsten", "zinc",
|
||||
}
|
||||
// tables.go — the static data tables the C game kept as file-scope globals
|
||||
// (extern.c, init.c, and assorted per-file statics). The port gathers them
|
||||
// into gameData: every RogueGame carries its own copy, so the package holds
|
||||
// no package-level state. Per-game mutable copies (the ObjInfo tables,
|
||||
// whose probabilities are re-summed and whose Know/Guess fields change
|
||||
// during play) are cloned into RogueGame.Items by NewGame.
|
||||
|
||||
// helpEntry is rogue.h struct h_list.
|
||||
type helpEntry struct {
|
||||
@@ -250,73 +14,580 @@ type helpEntry struct {
|
||||
Print bool
|
||||
}
|
||||
|
||||
// helpStr is extern.c helpstr[]: the '?' command help text.
|
||||
var helpStr = []helpEntry{
|
||||
{'?', " prints help", true},
|
||||
{'/', " identify object", true},
|
||||
{'h', " left", true},
|
||||
{'j', " down", true},
|
||||
{'k', " up", true},
|
||||
{'l', " right", true},
|
||||
{'y', " up & left", true},
|
||||
{'u', " up & right", true},
|
||||
{'b', " down & left", true},
|
||||
{'n', " down & right", true},
|
||||
{'H', " run left", false},
|
||||
{'J', " run down", false},
|
||||
{'K', " run up", false},
|
||||
{'L', " run right", false},
|
||||
{'Y', " run up & left", false},
|
||||
{'U', " run up & right", false},
|
||||
{'B', " run down & left", false},
|
||||
{'N', " run down & right", false},
|
||||
{CTRL('H'), " run left until adjacent", false},
|
||||
{CTRL('J'), " run down until adjacent", false},
|
||||
{CTRL('K'), " run up until adjacent", false},
|
||||
{CTRL('L'), " run right until adjacent", false},
|
||||
{CTRL('Y'), " run up & left until adjacent", false},
|
||||
{CTRL('U'), " run up & right until adjacent", false},
|
||||
{CTRL('B'), " run down & left until adjacent", false},
|
||||
{CTRL('N'), " run down & right until adjacent", false},
|
||||
{0, " <SHIFT><dir>: run that way", true},
|
||||
{0, " <CTRL><dir>: run till adjacent", true},
|
||||
{'f', "<dir> fight till death or near death", true},
|
||||
{'t', "<dir> throw something", true},
|
||||
{'m', "<dir> move onto without picking up", true},
|
||||
{'z', "<dir> zap a wand in a direction", true},
|
||||
{'^', "<dir> identify trap type", true},
|
||||
{'s', " search for trap/secret door", true},
|
||||
{'>', " go down a staircase", true},
|
||||
{'<', " go up a staircase", true},
|
||||
{'.', " rest for a turn", true},
|
||||
{',', " pick something up", true},
|
||||
{'i', " inventory", true},
|
||||
{'I', " inventory single item", true},
|
||||
{'q', " quaff potion", true},
|
||||
{'r', " read scroll", true},
|
||||
{'e', " eat food", true},
|
||||
{'w', " wield a weapon", true},
|
||||
{'W', " wear armor", true},
|
||||
{'T', " take armor off", true},
|
||||
{'P', " put on ring", true},
|
||||
{'R', " remove ring", true},
|
||||
{'d', " drop object", true},
|
||||
{'c', " call object", true},
|
||||
{'a', " repeat last command", true},
|
||||
{')', " print current weapon", true},
|
||||
{']', " print current armor", true},
|
||||
{'=', " print current rings", true},
|
||||
{'@', " print current stats", true},
|
||||
{'D', " recall what's been discovered", true},
|
||||
{'o', " examine/set options", true},
|
||||
{CTRL('R'), " redraw screen", true},
|
||||
{CTRL('P'), " repeat last message", true},
|
||||
{Escape, " cancel command", true},
|
||||
{'S', " save game", true},
|
||||
{'Q', " quit", true},
|
||||
{'!', " shell escape", true},
|
||||
{'F', "<dir> fight till either of you dies", true},
|
||||
{'v', " print version number", true},
|
||||
// gameData is the bundle of static tables, built by newGameData and hung on
|
||||
// RogueGame as g.data. Nothing in it mutates during play: the one table the
|
||||
// C code writes to (the venus flytrap damage hack) operates on the game's
|
||||
// Monsters copy, not on this template.
|
||||
type gameData struct {
|
||||
// initStats is the C INIT_STATS: the player's starting statistics.
|
||||
initStats Stats
|
||||
|
||||
// aClass is extern.c a_class[]: armor class for each armor type.
|
||||
aClass [NumArmorTypes]int
|
||||
|
||||
// eLevels is extern.c e_levels[]: experience thresholds per level; the
|
||||
// zero terminates the table as in C.
|
||||
eLevels []int
|
||||
|
||||
// trName is extern.c tr_name[]: names of the traps.
|
||||
trName [NumTrapTypes]string
|
||||
|
||||
// invTName is extern.c inv_t_name[]: the inventory style names.
|
||||
invTName []string
|
||||
|
||||
// monsterTable is extern.c monsters[26]: all monster kinds, indexed by
|
||||
// letter - 'A'. Monster strength (XX in C) is always 10; HP (___ in C)
|
||||
// is rolled from the level at creation time.
|
||||
monsterTable [26]MonsterKind
|
||||
|
||||
// Base ObjInfo tables (extern.c). These are templates: NewGame copies
|
||||
// them into ItemLore before initProbs converts Prob to cumulative form.
|
||||
baseThings [NumThings]ObjInfo
|
||||
baseArmInfo [NumArmorTypes]ObjInfo
|
||||
basePotInfo [NumPotionTypes]ObjInfo
|
||||
baseRingInfo [NumRingTypes]ObjInfo
|
||||
baseScrInfo [NumScrollTypes]ObjInfo
|
||||
baseWeapInfo [NumWeaponTypes + 1]ObjInfo
|
||||
baseWsInfo [NumWandTypes]ObjInfo
|
||||
|
||||
// rainbow is init.c rainbow[]: the possible potion colors.
|
||||
rainbow []string
|
||||
|
||||
// sylls is init.c sylls[]: syllables for generated scroll names.
|
||||
sylls []string
|
||||
|
||||
// stoneTable is init.c stones[]: ring stones and their worth.
|
||||
stoneTable []Stone
|
||||
|
||||
// woods is init.c wood[]: what staffs are made of.
|
||||
woods []string
|
||||
|
||||
// metals is init.c metal[]: what wands are made of.
|
||||
metals []string
|
||||
|
||||
// helpStr is extern.c helpstr[]: the '?' command help text.
|
||||
helpStr []helpEntry
|
||||
|
||||
// hNames are the strings for hitting; the first four are used when the
|
||||
// player strikes, the second four for monsters (fight.c h_names).
|
||||
hNames [8]string
|
||||
|
||||
// mNames are the strings for missing (fight.c m_names).
|
||||
mNames [8]string
|
||||
|
||||
// strPlus adjusts hit probabilities due to strength (fight.c str_plus).
|
||||
strPlus [32]int
|
||||
|
||||
// addDam adjusts damage done due to strength (fight.c add_dam).
|
||||
addDam [32]int
|
||||
|
||||
// lvlMons and wandMons list monsters in rough order of vorpalness;
|
||||
// zero entries in wandMons never wander (monsters.c).
|
||||
lvlMons [26]byte
|
||||
wandMons [26]byte
|
||||
|
||||
// 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).
|
||||
ringUses [NumRingTypes]int
|
||||
|
||||
// initWeaps is the weapons.c init_dam[] table.
|
||||
initWeaps [NumWeaponTypes]weaponSetup
|
||||
|
||||
// pActions is potions.c p_actions[]. The P_SEEINVIS message is dynamic
|
||||
// (it names the fruit) and is computed in doPot.
|
||||
pActions [NumPotionTypes]pact
|
||||
|
||||
// idType maps identify scrolls to the kind of item they identify
|
||||
// (scrolls.c static id_type).
|
||||
idType [ScrollIdentifyRingOrStick + 1]ObjectKind
|
||||
|
||||
// rdesConn is the hardcoded 3x3 room adjacency matrix from
|
||||
// passages.c do_passages.
|
||||
rdesConn [MaxRooms][MaxRooms]bool
|
||||
|
||||
// thingList is misc.c rnd_thing()'s static table.
|
||||
thingList []byte
|
||||
|
||||
// identList is command.c's static ident_list.
|
||||
identList []helpEntry
|
||||
|
||||
// hungerStateName is io.c state_name[].
|
||||
hungerStateName [4]string
|
||||
|
||||
// ripArt is the rip.c rip[] tombstone art.
|
||||
ripArt []string
|
||||
|
||||
// killnameTable is the rip.c nlist[]: special death causes.
|
||||
killnameTable []helpEntry
|
||||
|
||||
// scoreReasons is the rip.c reason[] scoreboard strings.
|
||||
scoreReasons [4]string
|
||||
}
|
||||
|
||||
// ripWall is the repeated blank wall line of the tombstone art.
|
||||
const ripWall = " | |"
|
||||
|
||||
// newGameData builds the static tables. Each game gets a fresh copy, which
|
||||
// keeps the package free of globals.
|
||||
//
|
||||
//nolint:funlen,maintidx // a single composite literal holding every C data table
|
||||
func newGameData() *gameData {
|
||||
return &gameData{
|
||||
initStats: Stats{Str: 16, Exp: 0, Lvl: 1, ArmorClass: 10, HP: 12, Dmg: dice("1x4"), MaxHP: 12},
|
||||
|
||||
aClass: [NumArmorTypes]int{
|
||||
8, // LEATHER
|
||||
7, // RING_MAIL
|
||||
7, // STUDDED_LEATHER
|
||||
6, // SCALE_MAIL
|
||||
5, // CHAIN_MAIL
|
||||
4, // SPLINT_MAIL
|
||||
4, // BANDED_MAIL
|
||||
3, // PLATE_MAIL
|
||||
},
|
||||
|
||||
eLevels: []int{
|
||||
10, 20, 40, 80, 160, 320, 640, 1300, 2600, 5200, 13000, 26000,
|
||||
50000, 100000, 200000, 400000, 800000, 2000000, 4000000, 8000000, 0,
|
||||
},
|
||||
|
||||
trName: [NumTrapTypes]string{
|
||||
"a trapdoor",
|
||||
"an arrow trap",
|
||||
"a sleeping gas trap",
|
||||
"a beartrap",
|
||||
"a teleport trap",
|
||||
"a poison dart trap",
|
||||
"a rust trap",
|
||||
"a mysterious trap",
|
||||
},
|
||||
|
||||
invTName: []string{"Overwrite", "Slow", "Clear"},
|
||||
|
||||
monsterTable: [26]MonsterKind{
|
||||
/* Name CARRY FLAGS str exp lvl arm hp dmg */
|
||||
{"aquator", 0, Mean, Stats{10, 20, 5, 2, 1, dice("0x0/0x0"), 0}},
|
||||
{"bat", 0, Flying, Stats{10, 1, 1, 3, 1, dice("1x2"), 0}},
|
||||
{"centaur", 15, 0, Stats{10, 17, 4, 4, 1, dice("1x2/1x5/1x5"), 0}},
|
||||
{"dragon", 100, Mean, Stats{10, 5000, 10, -1, 1, dice("1x8/1x8/3x10"), 0}},
|
||||
{"emu", 0, Mean, Stats{10, 2, 1, 7, 1, dice("1x2"), 0}},
|
||||
{"venus flytrap", 0, Mean, Stats{10, 80, 8, 3, 1, dice("%%%x0"), 0}},
|
||||
{"griffin", 20, Mean | Flying | Regenerates, Stats{10, 2000, 13, 2, 1, dice("4x3/3x5"), 0}},
|
||||
{"hobgoblin", 0, Mean, Stats{10, 3, 1, 5, 1, dice("1x8"), 0}},
|
||||
{"ice monster", 0, 0, Stats{10, 5, 1, 9, 1, dice("0x0"), 0}},
|
||||
{"jabberwock", 70, 0, Stats{10, 3000, 15, 6, 1, dice("2x12/2x4"), 0}},
|
||||
{"kestrel", 0, Mean | Flying, Stats{10, 1, 1, 7, 1, dice("1x4"), 0}},
|
||||
{"leprechaun", 0, 0, Stats{10, 10, 3, 8, 1, dice("1x1"), 0}},
|
||||
{"medusa", 40, Mean, Stats{10, 200, 8, 2, 1, dice("3x4/3x4/2x5"), 0}},
|
||||
{"nymph", 100, 0, Stats{10, 37, 3, 9, 1, dice("0x0"), 0}},
|
||||
{"orc", 15, Greedy, Stats{10, 5, 1, 6, 1, dice("1x8"), 0}},
|
||||
{"phantom", 0, Invisible, Stats{10, 120, 8, 3, 1, dice("4x4"), 0}},
|
||||
{"quagga", 0, Mean, Stats{10, 15, 3, 3, 1, dice("1x5/1x5"), 0}},
|
||||
{"rattlesnake", 0, Mean, Stats{10, 9, 2, 3, 1, dice("1x6"), 0}},
|
||||
{"snake", 0, Mean, Stats{10, 2, 1, 5, 1, dice("1x3"), 0}},
|
||||
{"troll", 50, Regenerates | Mean, Stats{10, 120, 6, 4, 1, dice("1x8/1x8/2x6"), 0}},
|
||||
{"black unicorn", 0, Mean, Stats{10, 190, 7, -2, 1, dice("1x9/1x9/2x9"), 0}},
|
||||
{"vampire", 20, Regenerates | Mean, Stats{10, 350, 8, 1, 1, dice("1x10"), 0}},
|
||||
{"wraith", 0, 0, Stats{10, 55, 5, 4, 1, dice("1x6"), 0}},
|
||||
{"xeroc", 30, 0, Stats{10, 100, 7, 7, 1, dice("4x4"), 0}},
|
||||
{"yeti", 30, 0, Stats{10, 50, 4, 6, 1, dice("1x6/1x6"), 0}},
|
||||
{"zombie", 0, Mean, Stats{10, 6, 2, 8, 1, dice("1x8"), 0}},
|
||||
},
|
||||
|
||||
baseThings: [NumThings]ObjInfo{
|
||||
{Prob: 26}, // potion
|
||||
{Prob: 36}, // scroll
|
||||
{Prob: 16}, // food
|
||||
{Prob: 7}, // weapon
|
||||
{Prob: 7}, // armor
|
||||
{Prob: 4}, // ring
|
||||
{Prob: 4}, // stick
|
||||
},
|
||||
|
||||
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},
|
||||
{Name: "scale mail", Prob: 13, Worth: 30},
|
||||
{Name: "chain mail", Prob: 12, Worth: 75},
|
||||
{Name: "splint mail", Prob: 10, Worth: 80},
|
||||
{Name: "banded mail", Prob: 10, Worth: 90},
|
||||
{Name: "plate mail", Prob: 5, Worth: 150},
|
||||
},
|
||||
|
||||
basePotInfo: [NumPotionTypes]ObjInfo{
|
||||
{Name: "confusion", Prob: 7, Worth: 5},
|
||||
{Name: "hallucination", Prob: 8, Worth: 5},
|
||||
{Name: "poison", Prob: 8, Worth: 5},
|
||||
{Name: "gain strength", Prob: 13, Worth: 150},
|
||||
{Name: "see invisible", Prob: 3, Worth: 100},
|
||||
{Name: "healing", Prob: 13, Worth: 130},
|
||||
{Name: "monster detection", Prob: 6, Worth: 130},
|
||||
{Name: "magic detection", Prob: 6, Worth: 105},
|
||||
{Name: "raise level", Prob: 2, Worth: 250},
|
||||
{Name: "extra healing", Prob: 5, Worth: 200},
|
||||
{Name: "haste self", Prob: 5, Worth: 190},
|
||||
{Name: "restore strength", Prob: 13, Worth: 130},
|
||||
{Name: "blindness", Prob: 5, Worth: 5},
|
||||
{Name: "levitation", Prob: 6, Worth: 75},
|
||||
},
|
||||
|
||||
baseRingInfo: [NumRingTypes]ObjInfo{
|
||||
{Name: "protection", Prob: 9, Worth: 400},
|
||||
{Name: "add strength", Prob: 9, Worth: 400},
|
||||
{Name: "sustain strength", Prob: 5, Worth: 280},
|
||||
{Name: "searching", Prob: 10, Worth: 420},
|
||||
{Name: "see invisible", Prob: 10, Worth: 310},
|
||||
{Name: "adornment", Prob: 1, Worth: 10},
|
||||
{Name: "aggravate monster", Prob: 10, Worth: 10},
|
||||
{Name: "dexterity", Prob: 8, Worth: 440},
|
||||
{Name: "increase damage", Prob: 8, Worth: 400},
|
||||
{Name: "regeneration", Prob: 4, Worth: 460},
|
||||
{Name: "slow digestion", Prob: 9, Worth: 240},
|
||||
{Name: "teleportation", Prob: 5, Worth: 30},
|
||||
{Name: "stealth", Prob: 7, Worth: 470},
|
||||
{Name: "maintain armor", Prob: 5, Worth: 380},
|
||||
},
|
||||
|
||||
baseScrInfo: [NumScrollTypes]ObjInfo{
|
||||
{Name: "monster confusion", Prob: 7, Worth: 140},
|
||||
{Name: "magic mapping", Prob: 4, Worth: 150},
|
||||
{Name: "hold monster", Prob: 2, Worth: 180},
|
||||
{Name: "sleep", Prob: 3, Worth: 5},
|
||||
{Name: "enchant armor", Prob: 7, Worth: 160},
|
||||
{Name: "identify potion", Prob: 10, Worth: 80},
|
||||
{Name: "identify scroll", Prob: 10, Worth: 80},
|
||||
{Name: "identify weapon", Prob: 6, Worth: 80},
|
||||
{Name: "identify armor", Prob: 7, Worth: 100},
|
||||
{Name: "identify ring, wand or staff", Prob: 10, Worth: 115},
|
||||
{Name: "scare monster", Prob: 3, Worth: 200},
|
||||
{Name: "food detection", Prob: 2, Worth: 60},
|
||||
{Name: "teleportation", Prob: 5, Worth: 165},
|
||||
{Name: "enchant weapon", Prob: 8, Worth: 150},
|
||||
{Name: "create monster", Prob: 4, Worth: 75},
|
||||
{Name: "remove curse", Prob: 7, Worth: 105},
|
||||
{Name: "aggravate monsters", Prob: 3, Worth: 20},
|
||||
{Name: "protect armor", Prob: 2, Worth: 250},
|
||||
},
|
||||
|
||||
baseWeapInfo: [NumWeaponTypes + 1]ObjInfo{
|
||||
{Name: "mace", Prob: 11, Worth: 8},
|
||||
{Name: "long sword", Prob: 11, Worth: 15},
|
||||
{Name: "short bow", Prob: 12, Worth: 15},
|
||||
{Name: "arrow", Prob: 12, Worth: 1},
|
||||
{Name: "dagger", Prob: 8, Worth: 3},
|
||||
{Name: "two handed sword", Prob: 10, Worth: 75},
|
||||
{Name: "dart", Prob: 12, Worth: 2},
|
||||
{Name: "shuriken", Prob: 12, Worth: 5},
|
||||
{Name: "spear", Prob: 12, Worth: 5},
|
||||
{}, // DO NOT REMOVE: fake entry for dragon's breath
|
||||
},
|
||||
|
||||
baseWsInfo: [NumWandTypes]ObjInfo{
|
||||
{Name: "light", Prob: 12, Worth: 250},
|
||||
{Name: "invisibility", Prob: 6, Worth: 5},
|
||||
{Name: "lightning", Prob: 3, Worth: 330},
|
||||
{Name: "fire", Prob: 3, Worth: 330},
|
||||
{Name: "cold", Prob: 3, Worth: 330},
|
||||
{Name: "polymorph", Prob: 15, Worth: 310},
|
||||
{Name: "magic missile", Prob: 10, Worth: 170},
|
||||
{Name: "haste monster", Prob: 10, Worth: 5},
|
||||
{Name: "slow monster", Prob: 11, Worth: 350},
|
||||
{Name: "drain life", Prob: 9, Worth: 300},
|
||||
{Name: "nothing", Prob: 1, Worth: 5},
|
||||
{Name: "teleport away", Prob: 6, Worth: 340},
|
||||
{Name: "teleport to", Prob: 6, Worth: 50},
|
||||
{Name: "cancellation", Prob: 5, Worth: 280},
|
||||
},
|
||||
|
||||
rainbow: []string{
|
||||
"amber", "aquamarine", "black", "blue", "brown", "clear", "crimson",
|
||||
"cyan", "ecru", "gold", "green", "grey", "magenta", "orange", "pink",
|
||||
"plaid", "purple", "red", "silver", "tan", "tangerine", "topaz",
|
||||
"turquoise", "vermilion", "violet", "white", "yellow",
|
||||
},
|
||||
|
||||
//nolint:misspell // "ther" is a C scroll syllable, kept faithfully
|
||||
sylls: []string{
|
||||
"a", "ab", "ag", "aks", "ala", "an", "app", "arg", "arze", "ash",
|
||||
"bek", "bie", "bit", "bjor", "blu", "bot", "bu", "byt", "comp",
|
||||
"con", "cos", "cre", "dalf", "dan", "den", "do", "e", "eep", "el",
|
||||
"eng", "er", "ere", "erk", "esh", "evs", "fa", "fid", "fri", "fu",
|
||||
"gan", "gar", "glen", "gop", "gre", "ha", "hyd", "i", "ing", "ip",
|
||||
"ish", "it", "ite", "iv", "jo", "kho", "kli", "klis", "la", "lech",
|
||||
"mar", "me", "mi", "mic", "mik", "mon", "mung", "mur", "nej",
|
||||
"nelg", "nep", "ner", "nes", "nes", "nih", "nin", "o", "od", "ood",
|
||||
"org", "orn", "ox", "oxy", "pay", "ple", "plu", "po", "pot",
|
||||
"prok", "re", "rea", "rhov", "ri", "ro", "rog", "rok", "rol", "sa",
|
||||
"san", "sat", "sef", "seh", "shu", "ski", "sna", "sne", "snik",
|
||||
"sno", "so", "sol", "sri", "sta", "sun", "ta", "tab", "tem",
|
||||
"ther", "ti", "tox", "trol", "tue", "turs", "u", "ulk", "um", "un",
|
||||
"uni", "ur", "val", "viv", "vly", "vom", "wah", "wed", "werg",
|
||||
"wex", "whon", "wun", "xo", "y", "yot", "yu", "zant", "zeb", "zim",
|
||||
"zok", "zon", "zum",
|
||||
},
|
||||
|
||||
stoneTable: []Stone{
|
||||
{"agate", 25}, {"alexandrite", 40}, {"amethyst", 50},
|
||||
{"carnelian", 40}, {"diamond", 300}, {"emerald", 300},
|
||||
{"germanium", 225}, {"granite", 5}, {"garnet", 50},
|
||||
{"jade", 150}, {"kryptonite", 300}, {"lapis lazuli", 50},
|
||||
{"moonstone", 50}, {"obsidian", 15}, {"onyx", 60},
|
||||
{"opal", 200}, {"pearl", 220}, {"peridot", 63},
|
||||
{"ruby", 350}, {"sapphire", 285}, {"stibotantalite", 200},
|
||||
{"tiger eye", 50}, {"topaz", 60}, {"turquoise", 70},
|
||||
{"taaffeite", 300}, {"zircon", 80},
|
||||
},
|
||||
|
||||
woods: []string{
|
||||
"avocado wood", "balsa", "bamboo", "banyan", "birch", "cedar",
|
||||
"cherry", "cinnibar", "cypress", "dogwood", "driftwood", "ebony",
|
||||
"elm", "eucalyptus", "fall", "hemlock", "holly", "ironwood",
|
||||
"kukui wood", "mahogany", "manzanita", "maple", "oaken",
|
||||
"persimmon wood", "pecan", "pine", "poplar", "redwood", "rosewood",
|
||||
"spruce", "teak", "walnut", "zebrawood",
|
||||
},
|
||||
|
||||
metals: []string{
|
||||
"aluminum", "beryllium", "bone", "brass", "bronze", "copper",
|
||||
"electrum", "gold", "iron", "lead", "magnesium", "mercury",
|
||||
"nickel", "pewter", "platinum", "steel", "silver", "silicon",
|
||||
"tin", "titanium", "tungsten", "zinc",
|
||||
},
|
||||
|
||||
helpStr: []helpEntry{
|
||||
{'?', " prints help", true},
|
||||
{'/', " identify object", true},
|
||||
{'h', " left", true},
|
||||
{'j', " down", true},
|
||||
{'k', " up", true},
|
||||
{'l', " right", true},
|
||||
{'y', " up & left", true},
|
||||
{'u', " up & right", true},
|
||||
{'b', " down & left", true},
|
||||
{'n', " down & right", true},
|
||||
{'H', " run left", false},
|
||||
{'J', " run down", false},
|
||||
{'K', " run up", false},
|
||||
{'L', " run right", false},
|
||||
{'Y', " run up & left", false},
|
||||
{'U', " run up & right", false},
|
||||
{'B', " run down & left", false},
|
||||
{'N', " run down & right", false},
|
||||
{CTRL('H'), " run left until adjacent", false},
|
||||
{CTRL('J'), " run down until adjacent", false},
|
||||
{CTRL('K'), " run up until adjacent", false},
|
||||
{CTRL('L'), " run right until adjacent", false},
|
||||
{CTRL('Y'), " run up & left until adjacent", false},
|
||||
{CTRL('U'), " run up & right until adjacent", false},
|
||||
{CTRL('B'), " run down & left until adjacent", false},
|
||||
{CTRL('N'), " run down & right until adjacent", false},
|
||||
{0, " <SHIFT><dir>: run that way", true},
|
||||
{0, " <CTRL><dir>: run till adjacent", true},
|
||||
{'f', "<dir> fight till death or near death", true},
|
||||
{'t', "<dir> throw something", true},
|
||||
{'m', "<dir> move onto without picking up", true},
|
||||
{'z', "<dir> zap a wand in a direction", true},
|
||||
{'^', "<dir> identify trap type", true},
|
||||
{'s', " search for trap/secret door", true},
|
||||
{'>', " go down a staircase", true},
|
||||
{'<', " go up a staircase", true},
|
||||
{'.', " rest for a turn", true},
|
||||
{',', " pick something up", true},
|
||||
{'i', " inventory", true},
|
||||
{'I', " inventory single item", true},
|
||||
{'q', " quaff potion", true},
|
||||
{'r', " read scroll", true},
|
||||
{'e', " eat food", true},
|
||||
{'w', " wield a weapon", true},
|
||||
{'W', " wear armor", true},
|
||||
{'T', " take armor off", true},
|
||||
{'P', " put on ring", true},
|
||||
{'R', " remove ring", true},
|
||||
{'d', " drop object", true},
|
||||
{'c', " call object", true},
|
||||
{'a', " repeat last command", true},
|
||||
{')', " print current weapon", true},
|
||||
{']', " print current armor", true},
|
||||
{'=', " print current rings", true},
|
||||
{'@', " print current stats", true},
|
||||
{'D', " recall what's been discovered", true},
|
||||
{'o', " examine/set options", true},
|
||||
{CTRL('R'), " redraw screen", true},
|
||||
{CTRL('P'), " repeat last message", true},
|
||||
{Escape, " cancel command", true},
|
||||
{'S', " save game", true},
|
||||
{'Q', " quit", true},
|
||||
{'!', " shell escape", true},
|
||||
{'F', "<dir> fight till either of you dies", true},
|
||||
{'v', " print version number", true},
|
||||
},
|
||||
|
||||
hNames: [8]string{
|
||||
" scored an excellent hit on ",
|
||||
" hit ",
|
||||
" have injured ",
|
||||
" swing and hit ",
|
||||
" scored an excellent hit on ",
|
||||
" hit ",
|
||||
" has injured ",
|
||||
" swings and hits ",
|
||||
},
|
||||
|
||||
mNames: [8]string{
|
||||
" miss",
|
||||
" swing and miss",
|
||||
" barely miss",
|
||||
" don't hit",
|
||||
" misses",
|
||||
" swings and misses",
|
||||
" barely misses",
|
||||
" doesn't hit",
|
||||
},
|
||||
|
||||
strPlus: [32]int{
|
||||
-7, -6, -5, -4, -3, -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1,
|
||||
1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3,
|
||||
},
|
||||
|
||||
addDam: [32]int{
|
||||
-7, -6, -5, -4, -3, -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3,
|
||||
3, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6,
|
||||
},
|
||||
|
||||
lvlMons: [26]byte{
|
||||
'K', 'E', 'B', 'S', 'H', 'I', 'R', 'O', 'Z', 'L', 'C', 'Q', 'A',
|
||||
'N', 'Y', 'F', 'T', 'W', 'P', 'X', 'U', 'M', 'V', 'G', 'J', 'D',
|
||||
},
|
||||
|
||||
wandMons: [26]byte{
|
||||
'K', 'E', 'B', 'S', 'H', 0, 'R', 'O', 'Z', 0, 'C', 'Q', 'A',
|
||||
0, 'Y', 0, 'T', 'W', 'P', 0, 'U', 'M', 'V', 'G', 'J', 0,
|
||||
},
|
||||
|
||||
ringUses: [NumRingTypes]int{
|
||||
1, // R_PROTECT
|
||||
1, // R_ADDSTR
|
||||
1, // R_SUSTSTR
|
||||
-3, // R_SEARCH
|
||||
-5, // R_SEEINVIS
|
||||
0, // R_NOP
|
||||
0, // R_AGGR
|
||||
-3, // R_ADDHIT
|
||||
-3, // R_ADDDAM
|
||||
2, // R_REGEN
|
||||
-2, // R_DIGEST
|
||||
0, // R_TELEPORT
|
||||
1, // R_STEALTH
|
||||
1, // R_SUSTARM
|
||||
},
|
||||
|
||||
initWeaps: [NumWeaponTypes]weaponSetup{
|
||||
{dice("2x4"), dice("1x3"), noWeapon, 0}, // WeaponMace
|
||||
{dice("3x4"), dice("1x2"), noWeapon, 0}, // Long sword
|
||||
{dice("1x1"), dice("1x1"), noWeapon, 0}, // WeaponBow
|
||||
{dice("1x1"), dice("2x3"), WeaponBow, Stackable | Missile}, // WeaponArrow
|
||||
{dice("1x6"), dice("1x4"), noWeapon, Missile}, // WeaponDagger
|
||||
{dice("4x4"), dice("1x2"), noWeapon, 0}, // 2h sword
|
||||
{dice("1x1"), dice("1x3"), noWeapon, Stackable | Missile}, // WeaponDart
|
||||
{dice("1x2"), dice("2x4"), noWeapon, Stackable | Missile}, // Shuriken
|
||||
{dice("2x3"), dice("1x6"), noWeapon, Missile}, // WeaponSpear
|
||||
},
|
||||
|
||||
pActions: [NumPotionTypes]pact{
|
||||
PotionConfusion: {Confused, DUnconfuse, HuhDuration,
|
||||
"what a tripy feeling!",
|
||||
"wait, what's going on here. Huh? What? Who?"},
|
||||
PotionLSD: {Hallucinating, DComeDown, SeeDuration,
|
||||
"Oh, wow! Everything seems so cosmic!",
|
||||
"Oh, wow! Everything seems so cosmic!"},
|
||||
PotionSeeInvisible: {CanSeeInvisible, DUnsee, SeeDuration, "", ""},
|
||||
PotionBlindness: {Blind, DSight, SeeDuration,
|
||||
"oh, bummer! Everything is dark! Help!",
|
||||
"a cloak of darkness falls around you"},
|
||||
PotionLevitation: {Levitating, DLand, HealTime,
|
||||
"oh, wow! You're floating in the air!",
|
||||
"you start to float in the air"},
|
||||
},
|
||||
|
||||
idType: [ScrollIdentifyRingOrStick + 1]ObjectKind{
|
||||
ScrollIdentifyPotion: KindPotion,
|
||||
ScrollIdentifyScroll: KindScroll,
|
||||
ScrollIdentifyWeapon: KindWeapon,
|
||||
ScrollIdentifyArmor: KindArmor,
|
||||
ScrollIdentifyRingOrStick: KindRingOrStick,
|
||||
},
|
||||
|
||||
rdesConn: [MaxRooms][MaxRooms]bool{
|
||||
{false, true, false, true, false, false, false, false, false},
|
||||
{true, false, true, false, true, false, false, false, false},
|
||||
{false, true, false, false, false, true, false, false, false},
|
||||
{true, false, false, false, true, false, true, false, false},
|
||||
{false, true, false, true, false, true, false, true, false},
|
||||
{false, false, true, false, true, false, false, false, true},
|
||||
{false, false, false, true, false, false, false, true, false},
|
||||
{false, false, false, false, true, false, true, false, true},
|
||||
{false, false, false, false, false, true, false, true, false},
|
||||
},
|
||||
|
||||
thingList: []byte{
|
||||
Potion, Scroll, Ring, Stick, Food, Weapon, Armor, Stairs, Gold, Amulet,
|
||||
},
|
||||
|
||||
identList: []helpEntry{
|
||||
{'|', "wall of a room", false},
|
||||
{'-', "wall of a room", false},
|
||||
{Gold, goldName, false},
|
||||
{Stairs, "a staircase", false},
|
||||
{Door, "door", false},
|
||||
{Floor, "room floor", false},
|
||||
{PlayerCh, "you", false},
|
||||
{Passage, "passage", false},
|
||||
{Trap, "trap", false},
|
||||
{Potion, potionName, false},
|
||||
{Scroll, scrollName, false},
|
||||
{Food, "food", false},
|
||||
{Weapon, "weapon", false},
|
||||
{' ', "solid rock", false},
|
||||
{Armor, "armor", false},
|
||||
{Amulet, "the Amulet of Yendor", false},
|
||||
{Ring, ringName, false},
|
||||
{Stick, "wand or staff", false},
|
||||
},
|
||||
|
||||
hungerStateName: [4]string{"", "Hungry", "Weak", "Faint"},
|
||||
|
||||
ripArt: []string{
|
||||
" __________",
|
||||
" / \\",
|
||||
" / REST \\",
|
||||
" / IN \\",
|
||||
" / PEACE \\",
|
||||
" / \\",
|
||||
ripWall,
|
||||
ripWall,
|
||||
" | killed by a |",
|
||||
ripWall,
|
||||
" | 1980 |",
|
||||
" *| * * * | *",
|
||||
" ________)/\\\\_//(\\/(/\\)/\\//\\/|_)_______",
|
||||
},
|
||||
|
||||
killnameTable: []helpEntry{
|
||||
{'a', "arrow", true},
|
||||
{'b', "bolt", true},
|
||||
{'d', "dart", true},
|
||||
{'h', "hypothermia", false},
|
||||
{'s', "starvation", false},
|
||||
},
|
||||
|
||||
scoreReasons: [4]string{
|
||||
"killed",
|
||||
"quit",
|
||||
"A total winner",
|
||||
"killed with Amulet",
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
// Version strings (vers.c). The encstr/statlist XOR keys are not ported:
|
||||
|
||||
@@ -13,14 +13,16 @@ func TestProbabilitiesSumTo100(t *testing.T) {
|
||||
return s
|
||||
}
|
||||
|
||||
data := newGameData()
|
||||
|
||||
tables := map[string][]ObjInfo{
|
||||
"things": baseThings[:],
|
||||
"potions": basePotInfo[:],
|
||||
"scrolls": baseScrInfo[:],
|
||||
"rings": baseRingInfo[:],
|
||||
"sticks": baseWsInfo[:],
|
||||
"weapons": baseWeapInfo[:NumWeaponTypes], // excludes the flame entry
|
||||
"armor": baseArmInfo[:],
|
||||
"things": data.baseThings[:],
|
||||
"potions": data.basePotInfo[:],
|
||||
"scrolls": data.baseScrInfo[:],
|
||||
"rings": data.baseRingInfo[:],
|
||||
"sticks": data.baseWsInfo[:],
|
||||
"weapons": data.baseWeapInfo[:NumWeaponTypes], // excludes the flame entry
|
||||
"armor": data.baseArmInfo[:],
|
||||
}
|
||||
for name, tab := range tables {
|
||||
if s := sum(tab); s != 100 {
|
||||
@@ -88,11 +90,12 @@ func TestNewGameRandomizesAppearances(t *testing.T) {
|
||||
}
|
||||
|
||||
func TestMonsterTable(t *testing.T) {
|
||||
if monsterTable[0].Name != "aquator" || monsterTable[25].Name != "zombie" {
|
||||
data := newGameData()
|
||||
if data.monsterTable[0].Name != "aquator" || data.monsterTable[25].Name != "zombie" {
|
||||
t.Error("monster table order broken")
|
||||
}
|
||||
|
||||
if monsterTable['D'-'A'].Name != "dragon" {
|
||||
if data.monsterTable['D'-'A'].Name != "dragon" {
|
||||
t.Error("letter indexing broken")
|
||||
}
|
||||
}
|
||||
|
||||
@@ -17,9 +17,9 @@ func (g *RogueGame) invName(obj *Object, drop bool) string {
|
||||
|
||||
switch obj.Kind {
|
||||
case KindPotion:
|
||||
g.nameit(&pb, obj, "potion", it.PotColors[which], &it.Potions[which], nullstr)
|
||||
g.nameit(&pb, obj, potionName, it.PotColors[which], &it.Potions[which], nullstr)
|
||||
case KindRing:
|
||||
g.nameit(&pb, obj, "ring", it.RingStones[which], &it.Rings[which], ringNum)
|
||||
g.nameit(&pb, obj, ringName, it.RingStones[which], &it.Rings[which], ringNum)
|
||||
case KindWand:
|
||||
g.nameit(&pb, obj, it.WandType[which], it.WandMade[which], &it.Sticks[which], chargeStr)
|
||||
case KindScroll:
|
||||
@@ -78,7 +78,7 @@ func (g *RogueGame) invName(obj *Object, drop bool) string {
|
||||
case KindArmor:
|
||||
sp := it.Armors[which].Name
|
||||
if obj.Flags.Has(Known) {
|
||||
fmt.Fprintf(&pb, "%s %s [", num(aClass[which]-obj.ArmorClass, 0, Armor), sp)
|
||||
fmt.Fprintf(&pb, "%s %s [", num(g.data.aClass[which]-obj.ArmorClass, 0, Armor), sp)
|
||||
|
||||
if !g.Options.Terse {
|
||||
pb.WriteString("protection ")
|
||||
@@ -257,7 +257,7 @@ func (g *RogueGame) newThing() *Object {
|
||||
cur.Kind = KindArmor
|
||||
cur.Which = pickOne(g, g.Items.Armors[:])
|
||||
|
||||
cur.ArmorClass = aClass[cur.Which]
|
||||
cur.ArmorClass = g.data.aClass[cur.Which]
|
||||
if r := g.rnd(100); r < 20 {
|
||||
cur.Flags.Set(Cursed)
|
||||
cur.ArmorClass += g.rnd(3) + 1
|
||||
@@ -536,11 +536,11 @@ func (g *RogueGame) nothing(typ byte) string {
|
||||
|
||||
switch typ {
|
||||
case Potion:
|
||||
tystr = "potion"
|
||||
tystr = potionName
|
||||
case Scroll:
|
||||
tystr = "scroll"
|
||||
tystr = scrollName
|
||||
case Ring:
|
||||
tystr = "ring"
|
||||
tystr = ringName
|
||||
case Stick:
|
||||
tystr = "stick"
|
||||
}
|
||||
|
||||
@@ -210,16 +210,6 @@ const (
|
||||
NumTrapTypes = 8
|
||||
)
|
||||
|
||||
// String returns the trap's display name, article included, as the C
|
||||
// tr_name table had it.
|
||||
func (t TrapKind) String() string {
|
||||
if t < 0 || t >= NumTrapTypes {
|
||||
return "a bizarre trap"
|
||||
}
|
||||
|
||||
return trName[t]
|
||||
}
|
||||
|
||||
// PotionKind identifies a potion (rogue.h potion types).
|
||||
type PotionKind int
|
||||
|
||||
@@ -242,15 +232,6 @@ const (
|
||||
NumPotionTypes
|
||||
)
|
||||
|
||||
// String returns the potion's true name ("healing", "haste self", ...).
|
||||
func (p PotionKind) String() string {
|
||||
if p < 0 || p >= NumPotionTypes {
|
||||
return "strange potion"
|
||||
}
|
||||
|
||||
return basePotInfo[p].Name
|
||||
}
|
||||
|
||||
// ScrollKind identifies a scroll (rogue.h scroll types).
|
||||
type ScrollKind int
|
||||
|
||||
@@ -277,15 +258,6 @@ const (
|
||||
NumScrollTypes
|
||||
)
|
||||
|
||||
// String returns the scroll's true name ("magic mapping", ...).
|
||||
func (s ScrollKind) String() string {
|
||||
if s < 0 || s >= NumScrollTypes {
|
||||
return "strange scroll"
|
||||
}
|
||||
|
||||
return baseScrInfo[s].Name
|
||||
}
|
||||
|
||||
// WeaponKind identifies a weapon (rogue.h weapon types).
|
||||
type WeaponKind int
|
||||
|
||||
@@ -307,15 +279,6 @@ const (
|
||||
// just past them in the tables (C's MAXWEAPONS == FLAME).
|
||||
const NumWeaponTypes = WeaponFlame
|
||||
|
||||
// String returns the weapon's name ("mace", "two handed sword", ...).
|
||||
func (w WeaponKind) String() string {
|
||||
if w < 0 || w > WeaponFlame {
|
||||
return "strange weapon"
|
||||
}
|
||||
|
||||
return baseWeapInfo[w].Name
|
||||
}
|
||||
|
||||
// ArmorKind identifies a suit of armor (rogue.h armor types).
|
||||
type ArmorKind int
|
||||
|
||||
@@ -332,15 +295,6 @@ const (
|
||||
NumArmorTypes
|
||||
)
|
||||
|
||||
// String returns the armor's name ("ring mail", "plate mail", ...).
|
||||
func (a ArmorKind) String() string {
|
||||
if a < 0 || a >= NumArmorTypes {
|
||||
return "strange armor"
|
||||
}
|
||||
|
||||
return baseArmInfo[a].Name
|
||||
}
|
||||
|
||||
// RingKind identifies a ring (rogue.h ring types).
|
||||
type RingKind int
|
||||
|
||||
@@ -363,15 +317,6 @@ const (
|
||||
NumRingTypes
|
||||
)
|
||||
|
||||
// String returns the ring's true name ("add strength", "stealth", ...).
|
||||
func (r RingKind) String() string {
|
||||
if r < 0 || r >= NumRingTypes {
|
||||
return "strange ring"
|
||||
}
|
||||
|
||||
return baseRingInfo[r].Name
|
||||
}
|
||||
|
||||
// WandKind identifies a wand or staff (rogue.h rod/wand/staff types).
|
||||
type WandKind int
|
||||
|
||||
@@ -394,15 +339,6 @@ const (
|
||||
NumWandTypes
|
||||
)
|
||||
|
||||
// String returns the wand/staff's true name ("lightning", ...).
|
||||
func (w WandKind) String() string {
|
||||
if w < 0 || w >= NumWandTypes {
|
||||
return "strange stick"
|
||||
}
|
||||
|
||||
return baseWsInfo[w].Name
|
||||
}
|
||||
|
||||
// Coord is a position on the level (rogue.h coord). A value type: the C
|
||||
// ce(a,b) macro is plain == here.
|
||||
type Coord struct {
|
||||
|
||||
@@ -143,27 +143,18 @@ func (g *RogueGame) wield() {
|
||||
g.msg("wielding %s (%c)", sp, obj.PackCh)
|
||||
}
|
||||
|
||||
// initWeaps is the weapons.c init_dam[] table.
|
||||
var initWeaps = [NumWeaponTypes]struct {
|
||||
// weaponSetup is one row of the weapons.c init_dam[] table (see
|
||||
// gameData.initWeaps).
|
||||
type weaponSetup struct {
|
||||
dam DiceSpec // damage when wielded
|
||||
hrl DiceSpec // damage when thrown
|
||||
launch WeaponKind // launching weapon
|
||||
flags ObjFlags
|
||||
}{
|
||||
{dice("2x4"), dice("1x3"), noWeapon, 0}, // WeaponMace
|
||||
{dice("3x4"), dice("1x2"), noWeapon, 0}, // Long sword
|
||||
{dice("1x1"), dice("1x1"), noWeapon, 0}, // WeaponBow
|
||||
{dice("1x1"), dice("2x3"), WeaponBow, Stackable | Missile}, // WeaponArrow
|
||||
{dice("1x6"), dice("1x4"), noWeapon, Missile}, // WeaponDagger
|
||||
{dice("4x4"), dice("1x2"), noWeapon, 0}, // 2h sword
|
||||
{dice("1x1"), dice("1x3"), noWeapon, Stackable | Missile}, // WeaponDart
|
||||
{dice("1x2"), dice("2x4"), noWeapon, Stackable | Missile}, // Shuriken
|
||||
{dice("2x3"), dice("1x6"), noWeapon, Missile}, // WeaponSpear
|
||||
}
|
||||
|
||||
// initWeapon sets up a new weapon (weapons.c init_weapon).
|
||||
func (g *RogueGame) initWeapon(weap *Object, which WeaponKind) {
|
||||
iwp := &initWeaps[which]
|
||||
iwp := &g.data.initWeaps[which]
|
||||
weap.Kind = KindWeapon
|
||||
weap.Which = int(which)
|
||||
weap.Damage = iwp.dam
|
||||
|
||||
@@ -46,7 +46,7 @@ func (g *RogueGame) createObj() {
|
||||
obj.HPlus += g.rnd(3) + 1
|
||||
}
|
||||
} else {
|
||||
obj.ArmorClass = aClass[obj.Which]
|
||||
obj.ArmorClass = g.data.aClass[obj.Which]
|
||||
if bless == '-' {
|
||||
obj.ArmorClass += g.rnd(3) + 1
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user