go: port item effects — potions, scrolls, options, call_it

- potions.c completed: quaff with all 14 potion effects, the PACT
  standard-fuse table (do_pot), raise_level; the see-invisible fruit-
  juice message is computed at quaff time as in C
- scrolls.c in full: read_scroll with all 18 scroll effects including
  the magic-mapping map rewrite and identify dispatch, uncurse
- options.c in full: the interactive options screen, get_bool/get_str/
  get_inv_t/get_sf editors, ROGUEOPTS parsing (prefix matching, no-
  prefixed booleans, ~ expansion), strucpy
- misc.c call_it via the get_str line editor
- turn_see gets a DaemonID (C casts it to a fuse callback for the
  monster-detection potion)

Tests: healing/confusion potions with fuse burn-down, enchant armor,
hold monster, slow-monster zap, ROGUEOPTS parsing, and a regression
test documenting the C wake_monster ISGREED/ISHELD quirk the port
keeps faithfully.
This commit is contained in:
2026-07-06 19:34:36 +02:00
parent 3c5add87cd
commit cdf9bf73a9
7 changed files with 1032 additions and 2 deletions

View File

@@ -26,6 +26,7 @@ const (
DVisuals DaemonID = 10 DVisuals DaemonID = 10
DComeDown DaemonID = 11 DComeDown DaemonID = 11
DLand DaemonID = 12 DLand DaemonID = 12
DTurnSee DaemonID = 13 // potions.c casts turn_see to a fuse callback
) )
// Scheduling phases and slot states (daemon.c). // Scheduling phases and slot states (daemon.c).

View File

@@ -30,6 +30,8 @@ func (g *RogueGame) runDaemon(id DaemonID, arg int) {
g.comeDown(arg) g.comeDown(arg)
case DLand: case DLand:
g.land(arg) g.land(arg)
case DTurnSee:
g.turnSee(arg != 0)
default: default:
// Callbacks are added to this switch as their subsystems are // Callbacks are added to this switch as their subsystems are
// ported; reaching one that isn't here is a porting bug. // ported; reaching one that isn't here is a porting bug.

170
game/effects_test.go Normal file
View File

@@ -0,0 +1,170 @@
package game
import "testing"
// mkGameInput builds a headless game whose input plays the given script.
func mkGameInput(t *testing.T, seed int32, input string) *RogueGame {
t.Helper()
g := NewGame(Config{Seed: seed, Term: &testTerm{input: []byte(input)}})
g.NewLevel()
g.Oldpos = g.Player.Pos
g.Oldrp = g.roomin(g.Player.Pos)
return g
}
// give puts an object straight into the pack and returns its pack letter.
func give(g *RogueGame, obj *Object) byte {
obj.Count = 1
g.addPack(obj, true)
return obj.PackCh
}
func TestQuaffHealingPotion(t *testing.T) {
g := mkGameInput(t, 5, "")
pot := newObject()
pot.Type = Potion
pot.Which = PHealing
ch := give(g, pot)
g.scr.term.(*testTerm).input = []byte{ch}
g.Player.Stats.HP = 1
g.quaff()
if g.Player.Stats.HP <= 1 {
t.Error("healing potion did not heal")
}
if !g.Items.Potions[PHealing].Know {
t.Error("healing potion not identified after drinking")
}
if len(g.Player.Pack) != 5 {
t.Errorf("potion not consumed: %d items", len(g.Player.Pack))
}
}
func TestQuaffConfusionSetsFlagAndFuse(t *testing.T) {
g := mkGameInput(t, 5, "")
pot := newObject()
pot.Type = Potion
pot.Which = PConfuse
ch := give(g, pot)
g.scr.term.(*testTerm).input = []byte{ch}
g.quaff()
if !g.Player.On(IsHuh) {
t.Error("confusion potion did not confuse")
}
if g.findSlot(DUnconfuse) == nil {
t.Error("no unconfuse fuse pending")
}
// Let the fuse burn down
for range 30 {
g.DoFuses(After)
}
if g.Player.On(IsHuh) {
t.Error("confusion never wore off")
}
}
func TestReadEnchantArmor(t *testing.T) {
g := mkGameInput(t, 5, "")
scr := newObject()
scr.Type = Scroll
scr.Which = SArmor
ch := give(g, scr)
g.scr.term.(*testTerm).input = []byte{ch}
before := g.Player.CurArmor.Arm
g.readScroll()
if g.Player.CurArmor.Arm != before-1 {
t.Errorf("enchant armor: AC %d -> %d, want %d",
before, g.Player.CurArmor.Arm, before-1)
}
}
func TestReadHoldMonsterFreezesAdjacent(t *testing.T) {
// Note: this must not use a greedy monster ('O' orc, ISGREED): the C
// wake_monster gold-guarding check has no ISHELD guard, so the
// look(TRUE) at the end of read_scroll immediately re-wakes greedy
// monsters. The port reproduces that quirk faithfully — see
// TestHoldScrollGreedyMonsterQuirk.
g := mkGameInput(t, 5, "")
tp := spawnAdjacent(g, 'Z')
tp.Flags.Set(IsRun)
scr := newObject()
scr.Type = Scroll
scr.Which = SHold
ch := give(g, scr)
g.scr.term.(*testTerm).input = []byte{ch}
g.readScroll()
t.Logf("after scroll: flags=%o huh=%q", tp.Flags, g.Msgs.Huh)
if tp.On(IsRun) || !tp.On(IsHeld) {
t.Error("hold monster scroll did not hold the adjacent monster")
}
}
// TestHoldScrollGreedyMonsterQuirk documents a C behavior the port keeps:
// wake_monster's ISGREED branch lacks an ISHELD guard, so a greedy monster
// (orc) held by a scroll is re-woken by the look(TRUE) that read_scroll
// performs, ending up both held and running again.
func TestHoldScrollGreedyMonsterQuirk(t *testing.T) {
g := mkGameInput(t, 5, "")
tp := spawnAdjacent(g, 'O')
tp.Flags.Set(IsRun)
scr := newObject()
scr.Type = Scroll
scr.Which = SHold
ch := give(g, scr)
g.scr.term.(*testTerm).input = []byte{ch}
g.readScroll()
t.Logf("orc after scroll: flags=%o (IsRun=%v IsHeld=%v)",
tp.Flags, tp.On(IsRun), tp.On(IsHeld))
if !tp.On(IsHeld) {
t.Error("orc lost IsHeld entirely")
}
if !tp.On(IsRun) {
t.Error("quirk changed: greedy monster stayed held; if this is a " +
"deliberate fix, update this test and ARCHITECTURE.md")
}
}
func TestZapSlowMonster(t *testing.T) {
g := mkGameInput(t, 5, "")
tp := spawnAdjacent(g, 'Z')
stick := newObject()
stick.Type = Stick
stick.Which = WsSlowM
g.fixStick(stick)
ch := give(g, stick)
g.scr.term.(*testTerm).input = []byte{ch}
g.Delta = Coord{X: 1, Y: 0} // aim at the monster
charges := stick.Charges()
g.doZap()
if !tp.On(IsSlow) {
t.Error("slow monster wand did not slow")
}
if stick.Charges() != charges-1 {
t.Error("zap did not use a charge")
}
}
func TestParseOpts(t *testing.T) {
g := NewGame(Config{Seed: 1})
g.ParseOpts("terse,nojump,name=Conan,fruit=mango,inven=slow")
if !g.Options.Terse {
t.Error("terse not set")
}
if g.Options.Jump {
t.Error("nojump not honored")
}
if g.Whoami != "Conan" {
t.Errorf("name = %q", g.Whoami)
}
if g.Fruit != "mango" {
t.Errorf("fruit = %q", g.Fruit)
}
if g.Options.InvType != InvSlow {
t.Errorf("inven = %d", g.Options.InvType)
}
}

View File

@@ -416,6 +416,21 @@ func (g *RogueGame) getDir() bool {
return true return true
} }
// callIt calls an object something after use (misc.c call_it).
func (g *RogueGame) callIt(info *ObjInfo) {
if info.Know {
info.Guess = ""
} else if info.Guess == "" {
g.msg("%s", g.chooseTerse("call it: ", "what do you want to call it? "))
buf := ""
if g.getStr(&buf, g.scr.Std) == Norm {
if buf != "" {
info.Guess = buf
}
}
}
}
// thingList is misc.c rnd_thing()'s static table. // thingList is misc.c rnd_thing()'s static table.
var thingList = []byte{ var thingList = []byte{
Potion, Scroll, Ring, Stick, Food, Weapon, Armor, Stairs, Gold, Amulet, Potion, Scroll, Ring, Stick, Food, Weapon, Armor, Stairs, Gold, Amulet,

375
game/options.go Normal file
View File

@@ -0,0 +1,375 @@
package game
import "strings"
// options.c — the option command and ROGUEOPTS parsing.
// optKind selects the get/put behavior of an option (the C function
// pointers o_putfunc/o_getfunc).
type optKind int
const (
optBool optKind = iota
optSeeFloor
optInvT
optStr
)
// optDesc describes an option (options.c OPTION).
type optDesc struct {
name string
prompt string
kind optKind
boolP *bool
intP *int
strP *string
}
// optList builds the options.c optlist for this game.
func (g *RogueGame) optList() []optDesc {
o := &g.Options
return []optDesc{
{"terse", "Terse output", optBool, &o.Terse, nil, nil},
{"flush", "Flush typeahead during battle", optBool, &o.FightFlush, nil, nil},
{"jump", "Show position only at end of run", optBool, &o.Jump, nil, nil},
{"seefloor", "Show the lamp-illuminated floor", optSeeFloor, &o.SeeFloor, nil, nil},
{"passgo", "Follow turnings in passageways", optBool, &o.PassGo, nil, nil},
{"tombstone", "Print out tombstone when killed", optBool, &o.Tombstone, nil, nil},
{"inven", "Inventory style", optInvT, nil, &o.InvType, nil},
{"name", "Name", optStr, nil, nil, &g.Whoami},
{"fruit", "Fruit", optStr, nil, nil, &g.Fruit},
{"file", "Save file", optStr, nil, nil, &g.FileName},
}
}
// option prints and then sets options from the terminal (options.c option).
func (g *RogueGame) option() {
hw := g.scr.Hw
optlist := g.optList()
hw.Clear()
// Display current values of options
for i := range optlist {
op := &optlist[i]
g.prOptname(op)
g.putOpt(op)
hw.AddCh('\n')
}
// Set values
hw.Move(0, 0)
for i := 0; i < len(optlist); i++ {
op := &optlist[i]
g.prOptname(op)
retval := g.getOpt(op)
if retval != Norm {
if retval == Quit {
break
}
// MINUS: back up one option
if i > 0 {
hw.Move(i-1, 0)
i -= 2
} else { // trying to back up beyond the top
hw.Move(0, 0)
i--
}
}
}
// Switch back to original screen
hw.MvAddStr(NumLines-1, 0, "--Press space to continue--")
g.scr.RefreshWin(hw)
g.waitFor(' ')
g.refresh()
g.After = false
}
// prOptname prints out the option name prompt (options.c pr_optname).
func (g *RogueGame) prOptname(op *optDesc) {
g.scr.Hw.Printw("%s (\"%s\"): ", op.prompt, op.name)
}
// putOpt prints an option's current value (options.c put_bool/put_str/
// put_inv_t).
func (g *RogueGame) putOpt(op *optDesc) {
hw := g.scr.Hw
switch op.kind {
case optBool, optSeeFloor:
hw.AddStr(boolStr(*op.boolP))
case optInvT:
hw.AddStr(invTName[*op.intP])
case optStr:
hw.AddStr(*op.strP)
}
}
func boolStr(b bool) string {
if b {
return "True"
}
return "False"
}
// getOpt reads a new value for an option (options.c get_bool/get_sf/
// get_inv_t/get_str dispatch).
func (g *RogueGame) getOpt(op *optDesc) int {
switch op.kind {
case optBool:
return g.getBool(op.boolP)
case optSeeFloor:
return g.getSf(op.boolP)
case optInvT:
return g.getInvT(op.intP)
default:
return g.getStr(op.strP, g.scr.Hw)
}
}
// getBool allows changing a boolean option and prints it out (options.c
// get_bool).
func (g *RogueGame) getBool(bp *bool) int {
win := g.scr.Hw
oy, ox := win.GetYX()
win.AddStr(boolStr(*bp))
for {
win.Move(oy, ox)
g.scr.RefreshWin(win)
switch g.readchar() {
case 't', 'T':
*bp = true
case 'f', 'F':
*bp = false
case '\n', '\r':
case Escape:
return Quit
case '-':
return Minus
default:
win.Move(oy, ox+10)
win.AddStr("(T or F)")
continue
}
break
}
win.Move(oy, ox)
win.AddStr(boolStr(*bp))
win.AddCh('\n')
return Norm
}
// getSf changes see_floor and handles the display transition (options.c
// get_sf).
func (g *RogueGame) getSf(bp *bool) int {
wasSf := g.Options.SeeFloor
retval := g.getBool(bp)
if retval == Quit {
return Quit
}
if wasSf != g.Options.SeeFloor {
if !g.Options.SeeFloor {
g.Options.SeeFloor = true
g.eraseLamp(g.Player.Pos, g.Player.Room)
g.Options.SeeFloor = false
} else {
g.look(false)
}
}
return Norm
}
// getStr sets a string option (options.c get_str). win selects between the
// options window and the message line (C's stdscr), which changes the '-'
// and mpos behavior.
func (g *RogueGame) getStr(opt *string, win *Window) int {
onStd := win == g.scr.Std
oy, ox := win.GetYX()
g.scr.RefreshWin(win)
// loop reading in the string, and put it in a temporary buffer
var buf []byte
var c byte
for {
c = g.readchar()
if c == '\n' || c == '\r' || c == Escape {
break
}
if c == 8 || c == 0x7f { // erase character
if len(buf) > 0 {
buf = buf[:len(buf)-1]
win.Move(oy, ox+len(displayStr(buf)))
}
win.Clrtoeol()
g.scr.RefreshWin(win)
continue
}
if c == CTRL('U') { // kill character
buf = buf[:0]
win.Move(oy, ox)
win.Clrtoeol()
g.scr.RefreshWin(win)
continue
}
if len(buf) == 0 {
if c == '-' && !onStd {
break
}
if c == '~' {
buf = append(buf, g.Home...)
win.AddStr(g.Home)
win.Clrtoeol()
g.scr.RefreshWin(win)
continue
}
}
if len(buf) >= MaxInp || !(isPrint(c) || c == ' ') {
continue // C beeps here
}
buf = append(buf, c)
win.AddStr(unctrl(c))
win.Clrtoeol()
g.scr.RefreshWin(win)
}
if len(buf) > 0 { // only change option if something has been typed
*opt = strucpy(string(buf))
}
win.MvPrintw(oy, ox, "%s\n", *opt)
g.scr.RefreshWin(win)
if onStd {
g.Msgs.Mpos += len(buf)
}
switch c {
case '-':
return Minus
case Escape:
return Quit
default:
return Norm
}
}
// displayStr renders a buffer the way the input echo did.
func displayStr(buf []byte) string {
var sb strings.Builder
for _, c := range buf {
sb.WriteString(unctrl(c))
}
return sb.String()
}
// getInvT gets an inventory type name (options.c get_inv_t).
func (g *RogueGame) getInvT(ip *int) int {
win := g.scr.Hw
oy, ox := win.GetYX()
win.AddStr(invTName[*ip])
for {
win.Move(oy, ox)
g.scr.RefreshWin(win)
switch g.readchar() {
case 'o', 'O':
*ip = InvOver
case 's', 'S':
*ip = InvSlow
case 'c', 'C':
*ip = InvClear
case '\n', '\r':
case Escape:
return Quit
case '-':
return Minus
default:
win.Move(oy, ox+15)
win.AddStr("(O, S, or C)")
continue
}
break
}
win.MvPrintw(oy, ox, "%s\n", invTName[*ip])
return Norm
}
// ParseOpts parses options from a string, usually taken from the
// environment: comma separated values, booleans stated as "name" (true) or
// "noname" (false), strings as "name=..." (options.c parse_opts).
func (g *RogueGame) ParseOpts(str string) {
optlist := g.optList()
for str != "" {
// Get option name
i := 0
for i < len(str) && isAlpha(str[i]) {
i++
}
name := str[:i]
rest := str[i:]
matched := false
for oi := range optlist {
op := &optlist[oi]
isBoolOpt := op.kind == optBool || op.kind == optSeeFloor
if strings.HasPrefix(op.name, name) && name != "" {
matched = true
if isBoolOpt {
*op.boolP = true
} else {
// Skip to start of string value
for rest != "" && rest[0] == '=' {
rest = rest[1:]
}
val := rest
var prefix string
if val != "" && val[0] == '~' {
prefix = g.Home
val = val[1:]
for val != "" && val[0] == '/' {
val = val[1:]
}
}
// Skip to end of string value
end := strings.IndexByte(val, ',')
if end < 0 {
end = len(val)
}
word := val[:end]
rest = val[end:]
if op.kind == optInvT {
// check for type of inventory
w := word
if w != "" {
w = string(toUpper(w[0])) + w[1:]
}
for ti, tn := range invTName {
if strings.HasPrefix(tn, w) {
*op.intP = ti
break
}
}
} else {
*op.strP = prefix + strucpy(word)
}
}
break
} else if isBoolOpt && strings.HasPrefix(name, "no") &&
strings.HasPrefix(op.name, name[2:]) {
matched = true
*op.boolP = false
break
}
}
_ = matched
// skip to start of next option name
for rest != "" && !isAlpha(rest[0]) {
rest = rest[1:]
}
str = rest
}
}
// strucpy copies a string keeping only printable characters, capped at
// MAXINP (options.c strucpy).
func strucpy(s string) string {
if len(s) > MaxInp {
s = s[:MaxInp]
}
var sb strings.Builder
for i := 0; i < len(s); i++ {
if isPrint(s[i]) || s[i] == ' ' {
sb.WriteByte(s[i])
}
}
return sb.String()
}

View File

@@ -1,7 +1,212 @@
package game package game
// potions.c — the visibility-related helpers arrive first; quaff and the import "fmt"
// potion effect dispatch come with the effects phase.
// potions.c — functions for dealing with potions.
// pact describes a standard fuse-based potion (potions.c PACT).
type pact struct {
flags CreatureFlags
daemon DaemonID
time int
high string // message when hallucinating
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 = [MaxPotions]pact{
PConfuse: {IsHuh, DUnconfuse, HuhDuration,
"what a tripy feeling!",
"wait, what's going on here. Huh? What? Who?"},
PLSD: {IsHalu, DComeDown, SeeDuration,
"Oh, wow! Everything seems so cosmic!",
"Oh, wow! Everything seems so cosmic!"},
PSeeInvis: {CanSee, DUnsee, SeeDuration, "", ""},
PBlind: {IsBlind, DSight, SeeDuration,
"oh, bummer! Everything is dark! Help!",
"a cloak of darkness falls around you"},
PLevit: {IsLevit, 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
obj := g.getItem("quaff", int(Potion))
// Make certain that it is something that we want to drink
if obj == nil {
return
}
if obj.Type != Potion {
if !g.Options.Terse {
g.msg("yuk! Why would you want to drink that?")
} else {
g.msg("that's undrinkable")
}
return
}
if obj == p.CurWeapon {
p.CurWeapon = nil
}
// Calculate the effect it has on the poor guy.
trip := p.On(IsHalu)
g.leavePack(obj, false, false)
switch obj.Which {
case PConfuse:
g.doPot(PConfuse, !trip)
case PPoison:
g.Items.Potions[PPoison].Know = true
if p.IsWearing(RSustStr) {
g.msg("you feel momentarily sick")
} else {
g.chgStr(-(g.rnd(3) + 1))
g.msg("you feel very sick now")
g.comeDown(0)
}
case PHealing:
g.Items.Potions[PHealing].Know = true
if p.Stats.HP += g.roll(p.Stats.Lvl, 4); p.Stats.HP > p.Stats.MaxHP {
p.Stats.MaxHP++
p.Stats.HP = p.Stats.MaxHP
}
g.sight(0)
g.msg("you begin to feel better")
case PStrength:
g.Items.Potions[PStrength].Know = true
g.chgStr(1)
g.msg("you feel stronger, now. What bulging muscles!")
case PMFind:
p.Flags.Set(SeeMonst)
g.Fuse(DTurnSee, 1, HuhDuration, After)
if !g.turnSee(false) {
g.msg("you have a %s feeling for a moment, then it passes",
g.chooseStr("normal", "strange"))
}
case PTFind:
// Potion of magic detection. Show the potions and scrolls
show := false
if len(g.Level.Objects) > 0 {
g.scr.Hw.Clear()
for _, tp := range g.Level.Objects {
if tp.isMagic() {
show = true
g.scr.Hw.MvAddCh(tp.Pos.Y, tp.Pos.X, Magic)
g.Items.Potions[PTFind].Know = true
}
}
for _, mp := range g.Level.Monsters {
for _, tp := range mp.Pack {
if tp.isMagic() {
show = true
g.scr.Hw.MvAddCh(mp.Pos.Y, mp.Pos.X, Magic)
}
}
}
}
if show {
g.Items.Potions[PTFind].Know = true
g.showWin("You sense the presence of magic on this level.--More--")
} else {
g.msg("you have a %s feeling for a moment, then it passes",
g.chooseStr("normal", "strange"))
}
case PLSD:
if !trip {
if p.On(SeeMonst) {
g.turnSee(false)
}
g.StartDaemon(DVisuals, 0, Before)
g.SeenStairs = g.seenStairs()
}
g.doPot(PLSD, true)
case PSeeInvis:
show := p.On(CanSee)
g.doPot(PSeeInvis, false)
if !show {
g.invisOn()
}
g.sight(0)
case PRaise:
g.Items.Potions[PRaise].Know = true
g.msg("you suddenly feel much more skillful")
g.raiseLevel()
case PXHeal:
g.Items.Potions[PXHeal].Know = true
if p.Stats.HP += g.roll(p.Stats.Lvl, 8); p.Stats.HP > p.Stats.MaxHP {
if p.Stats.HP > p.Stats.MaxHP+p.Stats.Lvl+1 {
p.Stats.MaxHP++
}
p.Stats.MaxHP++
p.Stats.HP = p.Stats.MaxHP
}
g.sight(0)
g.comeDown(0)
g.msg("you begin to feel much better")
case PHaste:
g.Items.Potions[PHaste].Know = true
g.After = false
if g.addHaste(true) {
g.msg("you feel yourself moving much faster")
}
case PRestore:
if p.IsRing(Left, RAddStr) {
addStr(&p.Stats.Str, -p.CurRing[Left].Arm)
}
if p.IsRing(Right, RAddStr) {
addStr(&p.Stats.Str, -p.CurRing[Right].Arm)
}
if p.Stats.Str < p.MaxStats.Str {
p.Stats.Str = p.MaxStats.Str
}
if p.IsRing(Left, RAddStr) {
addStr(&p.Stats.Str, p.CurRing[Left].Arm)
}
if p.IsRing(Right, RAddStr) {
addStr(&p.Stats.Str, p.CurRing[Right].Arm)
}
g.msg("hey, this tastes great. It make you feel warm all over")
case PBlind:
g.doPot(PBlind, true)
case PLevit:
g.doPot(PLevit, true)
}
g.status()
// Throw the item away
g.callIt(&g.Items.Potions[obj.Which])
}
// 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.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(typ int, knowit bool) {
pp := &pActions[typ]
if !g.Items.Potions[typ].Know {
g.Items.Potions[typ].Know = knowit
}
t := g.spread(pp.time)
if !g.Player.On(pp.flags) {
g.Player.Flags.Set(pp.flags)
g.Fuse(pp.daemon, 0, t, After)
g.look(false)
} else {
g.Lengthen(pp.daemon, t)
}
high, straight := pp.high, pp.straight
if typ == PSeeInvis {
s := fmt.Sprintf("this potion tastes like %s juice", g.Fruit)
high, straight = s, s
}
g.msg("%s", g.chooseStr(high, straight))
}
// isMagic reports whether an object radiates magic (potions.c is_magic). // isMagic reports whether an object radiates magic (potions.c is_magic).
func (o *Object) isMagic() bool { func (o *Object) isMagic() bool {

262
game/scrolls.go Normal file
View File

@@ -0,0 +1,262 @@
package game
// scrolls.c — read a scroll and let it happen.
// idType maps identify scrolls to the type they identify (scrolls.c
// static id_type).
var idType = [SIDRorS + 1]int{
SIDPotion: int(Potion),
SIDScroll: int(Scroll),
SIDWeapon: int(Weapon),
SIDArmor: int(Armor),
SIDRorS: RorS,
}
// readScroll reads a scroll from the pack and does the appropriate thing
// (scrolls.c read_scroll).
func (g *RogueGame) readScroll() {
p := &g.Player
obj := g.getItem("read", int(Scroll))
if obj == nil {
return
}
if obj.Type != Scroll {
if !g.Options.Terse {
g.msg("there is nothing on it to read")
} else {
g.msg("nothing to read")
}
return
}
// Calculate the effect it has on the poor guy.
if obj == p.CurWeapon {
p.CurWeapon = nil
}
// Get rid of the thing
g.leavePack(obj, false, false)
switch obj.Which {
case SConfuse:
// Scroll of monster confusion. Give him that power.
p.Flags.Set(CanHuh)
g.msg("your hands begin to glow %s", g.pickColor("red"))
case SArmor:
if p.CurArmor != nil {
p.CurArmor.Arm--
p.CurArmor.Flags.Clear(IsCursed)
g.msg("your armor glows %s for a moment", g.pickColor("silver"))
}
case SHold:
// Hold monster scroll. Stop all monsters within two spaces from
// chasing after the hero.
held := 0
for x := p.Pos.X - 2; x <= p.Pos.X+2; x++ {
if x < 0 || x >= NumCols {
continue
}
for y := p.Pos.Y - 2; y <= p.Pos.Y+2; y++ {
if y < 0 || y > NumLines-1 {
continue
}
if mp := g.Level.MonsterAt(y, x); mp != nil && mp.On(IsRun) {
mp.Flags.Clear(IsRun)
mp.Flags.Set(IsHeld)
held++
}
}
}
if held > 0 {
g.addmsg("the monster")
if held > 1 {
g.addmsg("s around you")
}
g.addmsg(" freeze")
if held == 1 {
g.addmsg("s")
}
g.endmsg()
g.Items.Scrolls[SHold].Know = true
} else {
g.msg("you feel a strange sense of loss")
}
case SSleep:
// Scroll which makes you fall asleep
g.Items.Scrolls[SSleep].Know = true
g.NoCommand += g.rnd(g.spread(5)) + 4 // SLEEPTIME
p.Flags.Clear(IsRun)
g.msg("you fall asleep")
case SCreate:
// Create a monster: first look in a circle around him, next try
// his room, otherwise give up
i := 0
var mp Coord
for y := p.Pos.Y - 1; y <= p.Pos.Y+1; y++ {
for x := p.Pos.X - 1; x <= p.Pos.X+1; x++ {
// Don't put a monster on top of the player.
if y == p.Pos.Y && x == p.Pos.X {
continue
}
// Or anything else nasty
if ch := g.Level.VisibleChar(y, x); stepOk(ch) {
if ch == Scroll {
if fo := g.findObj(y, x); fo != nil && fo.Which == SScare {
continue
}
}
if i++; g.rnd(i) == 0 {
mp = Coord{Y: y, X: x}
}
}
}
}
if i == 0 {
g.msg("you hear a faint cry of anguish in the distance")
} else {
tp := &Monster{}
g.newMonster(tp, g.randMonster(false), mp)
}
case SIDPotion, SIDScroll, SIDWeapon, SIDArmor, SIDRorS:
// Identify, let him figure something out
g.Items.Scrolls[obj.Which].Know = true
g.msg("this scroll is an %s scroll", g.Items.Scrolls[obj.Which].Name)
g.whatis(true, idType[obj.Which])
case SMap:
// Scroll of magic mapping.
g.Items.Scrolls[SMap].Know = true
g.msg("oh, now this scroll has a map on it")
// take all the things we want to keep hidden out of the window
for y := 1; y < NumLines-1; y++ {
for x := 0; x < NumCols; x++ {
pp := g.Level.At(y, x)
ch := pp.Ch
pass := false
switch ch {
case Door, Stairs:
case '-', '|':
if !pp.Flags.Has(FReal) {
ch = Door
pp.Ch = Door
pp.Flags.Set(FReal)
}
case ' ':
if pp.Flags.Has(FReal) {
// def: hidden things in walls stay hidden
if pp.Flags.Has(FPass) {
pass = true
} else {
ch = ' '
}
} else {
pp.Flags.Set(FReal)
pp.Ch = Passage
pass = true
}
case Passage:
pass = true
case Floor:
if pp.Flags.Has(FReal) {
ch = ' '
} else {
ch = Trap
pp.Ch = Trap
pp.Flags.Set(FSeen | FReal)
}
default:
if pp.Flags.Has(FPass) {
pass = true
} else {
ch = ' '
}
}
if pass {
if !pp.Flags.Has(FReal) {
pp.Ch = Passage
}
pp.Flags.Set(FSeen | FReal)
ch = Passage
}
if ch != ' ' {
if tp := pp.Monst; tp != nil {
tp.OldCh = ch
if !p.On(SeeMonst) {
g.mvaddch(y, x, ch)
}
} else {
g.mvaddch(y, x, ch)
}
}
}
}
case SFDet:
// Food detection
found := false
g.scr.Hw.Clear()
for _, fo := range g.Level.Objects {
if fo.Type == Food {
found = true
g.scr.Hw.MvAddCh(fo.Pos.Y, fo.Pos.X, Food)
}
}
if found {
g.Items.Scrolls[SFDet].Know = true
g.showWin("Your nose tingles and you smell food.--More--")
} else {
g.msg("your nose tingles")
}
case STelep:
// Scroll of teleportation: make him disappear and reappear
curRoom := p.Room
g.teleport()
if curRoom != p.Room {
g.Items.Scrolls[STelep].Know = true
}
case SEnch:
if p.CurWeapon == nil || p.CurWeapon.Type != Weapon {
g.msg("you feel a strange sense of loss")
} else {
p.CurWeapon.Flags.Clear(IsCursed)
if g.rnd(2) == 0 {
p.CurWeapon.HPlus++
} else {
p.CurWeapon.DPlus++
}
g.msg("your %s glows %s for a moment",
g.Items.Weapons[p.CurWeapon.Which].Name, g.pickColor("blue"))
}
case SScare:
// Reading it is a mistake and produces laughter at her poor boo
// boo.
g.msg("you hear maniacal laughter in the distance")
case SRemove:
uncurse(p.CurArmor)
uncurse(p.CurWeapon)
uncurse(p.CurRing[Left])
uncurse(p.CurRing[Right])
g.msg("%s", g.chooseStr("you feel in touch with the Universal Onenes",
"you feel as if somebody is watching over you"))
case SAggr:
// This scroll aggravates all the monsters on the current level
// and sets them running towards the hero
g.aggravate()
g.msg("you hear a high pitched humming noise")
case SProtect:
if p.CurArmor != nil {
p.CurArmor.Flags.Set(IsProt)
g.msg("your armor is covered by a shimmering %s shield",
g.pickColor("gold"))
} else {
g.msg("you feel a strange sense of loss")
}
}
g.look(true) // put the result of the scroll on the screen
g.status()
g.callIt(&g.Items.Scrolls[obj.Which])
}
// uncurse uncurses an item (scrolls.c uncurse).
func uncurse(obj *Object) {
if obj != nil {
obj.Flags.Clear(IsCursed)
}
}