Decompose move.go; traps become a handler table (refactor step 7)
The be_trapped switch becomes gameData.trapHandlers with one trap* method per trap kind (mystery messages split in two); moveHero splits into moveTarget/moveResolve/moveEnter/moveOnto/offMap; passageTurn gains per-axis passageTurnVertical/Horizontal. move.go is complexity-clean. Behavior and RNG call order unchanged.
This commit is contained in:
488
game/move.go
488
game/move.go
@@ -38,108 +38,145 @@ func (g *RogueGame) moveHero(dy, dx int) {
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}
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for {
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// Check if he tried to move off the screen or make an illegal
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// diagonal move, and stop him if he did.
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hitBound := nh.X < 0 || nh.X >= NumCols || nh.Y <= 0 || nh.Y >= NumLines-1
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var (
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ch byte
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fl PlaceFlags
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)
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if !hitBound {
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if !g.diagOk(p.Pos, nh) {
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g.After = false
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g.Running = false
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return
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}
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if g.Running && p.Pos == nh {
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g.After = false
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g.Running = false
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}
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fl = *g.Level.FlagsAt(nh.Y, nh.X)
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ch = g.Level.VisibleChar(nh.Y, nh.X)
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if !fl.Has(FReal) && ch == Floor {
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if !p.On(Levitating) {
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ch = Trap
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g.Level.SetChar(nh.Y, nh.X, Trap)
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g.Level.FlagsAt(nh.Y, nh.X).Set(FReal)
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}
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} else if p.On(Held) && ch != 'F' {
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g.msg("you are being held")
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return
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}
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ch, fl, stop := g.moveTarget(nh)
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if stop {
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return
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}
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if hitBound {
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ch = ' ' // fall into the wall case below
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turned, ndy, ndx := g.moveResolve(nh, ch, fl, dy, dx)
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if !turned {
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return
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}
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switch ch {
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case ' ', '|', '-':
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if turn, ndy, ndx := g.passageTurn(dy, dx); turn {
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dy, dx = ndy, ndx
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// the C goto over: re-check the turned move
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dy, dx = ndy, ndx
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g.turnRefresh()
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g.turnRefresh()
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nh = Coord{Y: p.Pos.Y + dy, X: p.Pos.X + dx}
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nh = Coord{Y: p.Pos.Y + dy, X: p.Pos.X + dx}
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}
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}
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continue // the C goto over: re-check the turned move
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}
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g.Running = false
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g.After = false
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case Door:
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g.Running = false
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if g.Level.FlagsAt(p.Pos.Y, p.Pos.X).Has(FPassage) {
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g.enterRoom(nh)
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}
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g.finishMove(nh, fl)
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case Trap:
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tr := g.springTrap(nh)
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if tr == TrapDoor || tr == TrapTeleport {
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return
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}
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g.finishMove(nh, fl)
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case Passage:
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// when you're in a corridor, you don't know if you're in a maze
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// room or not, and there ain't no way to find out if you're
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// leaving a maze room, so it is necessary to always recalculate
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// proom.
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p.Room = g.roomIn(p.Pos)
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g.finishMove(nh, fl)
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case Floor:
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if !fl.Has(FReal) {
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g.springTrap(p.Pos)
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}
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g.finishMove(nh, fl)
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default:
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if ch == Stairs {
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g.SeenStairs = true
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}
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g.Running = false
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if isUpper(ch) || g.Level.MonsterAt(nh.Y, nh.X) != nil {
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g.fight(nh, p.CurWeapon, false)
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} else {
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if ch != Stairs {
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g.Take = ch
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}
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g.finishMove(nh, fl)
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}
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// moveResolve acts on the square the hero stepped at: a wall may turn a
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// passage runner (reported with the new deltas); anything else completes
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// or refuses the move (the switch of move.c do_move).
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func (g *RogueGame) moveResolve(nh Coord, ch byte, fl PlaceFlags, dy, dx int) (bool, int, int) {
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switch ch {
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case ' ', '|', '-':
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if turn, ndy, ndx := g.passageTurn(dy, dx); turn {
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return true, ndy, ndx
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}
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g.Running = false
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g.After = false
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default:
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g.moveEnter(nh, fl, ch)
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}
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return false, 0, 0
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}
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// moveEnter completes a step onto a walkable square: doors, traps,
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// passages, floor, and things (the entry arms of the move.c do_move
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// switch).
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func (g *RogueGame) moveEnter(nh Coord, fl PlaceFlags, ch byte) {
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p := &g.Player
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switch ch {
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case Door:
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g.Running = false
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if g.Level.FlagsAt(p.Pos.Y, p.Pos.X).Has(FPassage) {
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g.enterRoom(nh)
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}
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case Trap:
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tr := g.springTrap(nh)
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if tr == TrapDoor || tr == TrapTeleport {
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return
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}
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case Passage:
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// when you're in a corridor, you don't know if you're in a maze
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// room or not, and there ain't no way to find out if you're
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// leaving a maze room, so it is necessary to always recalculate
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// proom.
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p.Room = g.roomIn(p.Pos)
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case Floor:
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if !fl.Has(FReal) {
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g.springTrap(p.Pos)
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}
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default:
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g.moveOnto(nh, fl, ch)
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return
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}
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g.finishMove(nh, fl)
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}
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// offMap reports coordinates outside the walkable map (move.c do_move).
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func offMap(nh Coord) bool {
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return nh.X < 0 || nh.X >= NumCols || nh.Y <= 0 || nh.Y >= NumLines-1
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}
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// moveTarget inspects the square the hero is stepping onto: bounds and
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// diagonal legality, hidden traps underfoot, and being held. stop means
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// the move is refused (the checks of move.c do_move).
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func (g *RogueGame) moveTarget(nh Coord) (byte, PlaceFlags, bool) {
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p := &g.Player
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// Check if he tried to move off the screen or make an illegal
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// diagonal move, and stop him if he did.
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if offMap(nh) {
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return ' ', 0, false // fall into the wall case
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}
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if !g.diagOk(p.Pos, nh) {
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g.After = false
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g.Running = false
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return 0, 0, true
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}
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if g.Running && p.Pos == nh {
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g.After = false
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g.Running = false
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}
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fl := *g.Level.FlagsAt(nh.Y, nh.X)
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ch := g.Level.VisibleChar(nh.Y, nh.X)
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if !fl.Has(FReal) && ch == Floor {
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if !p.On(Levitating) {
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ch = Trap
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g.Level.SetChar(nh.Y, nh.X, Trap)
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g.Level.FlagsAt(nh.Y, nh.X).Set(FReal)
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}
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} else if p.On(Held) && ch != 'F' {
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g.msg("you are being held")
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return 0, 0, true
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}
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return ch, fl, false
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}
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// moveOnto handles stepping at a monster or onto an item (the default
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// arm of the move.c do_move switch).
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func (g *RogueGame) moveOnto(nh Coord, fl PlaceFlags, ch byte) {
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p := &g.Player
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if ch == Stairs {
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g.SeenStairs = true
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}
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g.Running = false
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if isUpper(ch) || g.Level.MonsterAt(nh.Y, nh.X) != nil {
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g.fight(nh, p.CurWeapon, false)
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} else {
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if ch != Stairs {
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g.Take = ch
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}
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g.finishMove(nh, fl)
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}
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}
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// passageTurn checks whether a runner in a gone-room passage should turn
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@@ -152,44 +189,66 @@ func (g *RogueGame) passageTurn(dy, dx int) (bool, int, int) {
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return false, dy, dx
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}
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var b1, b2 bool
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switch g.RunCh {
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case 'h', 'l':
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b1 = p.Pos.Y != 1 && g.turnOk(p.Pos.Y-1, p.Pos.X)
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b2 = p.Pos.Y != NumLines-2 && g.turnOk(p.Pos.Y+1, p.Pos.X)
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if b1 != b2 {
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if b1 {
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g.RunCh = 'k'
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dy = -1
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} else {
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g.RunCh = 'j'
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dy = 1
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}
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return true, dy, 0
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if turn, ndy := g.passageTurnVertical(); turn {
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return true, ndy, 0
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}
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case 'j', 'k':
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b1 = p.Pos.X != 0 && g.turnOk(p.Pos.Y, p.Pos.X-1)
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b2 = p.Pos.X != NumCols-1 && g.turnOk(p.Pos.Y, p.Pos.X+1)
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if b1 != b2 {
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if b1 {
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g.RunCh = 'h'
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dx = -1
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} else {
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g.RunCh = 'l'
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dx = 1
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}
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return true, 0, dx
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if turn, ndx := g.passageTurnHorizontal(); turn {
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return true, 0, ndx
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}
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}
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return false, dy, dx
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}
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// passageTurnVertical decides whether a horizontal runner turns up or
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// down at a corner (move.c do_move).
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func (g *RogueGame) passageTurnVertical() (bool, int) {
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p := &g.Player
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b1 := p.Pos.Y != 1 && g.turnOk(p.Pos.Y-1, p.Pos.X)
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b2 := p.Pos.Y != NumLines-2 && g.turnOk(p.Pos.Y+1, p.Pos.X)
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if b1 == b2 {
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return false, 0
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}
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if b1 {
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g.RunCh = 'k'
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return true, -1
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}
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g.RunCh = 'j'
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return true, 1
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}
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// passageTurnHorizontal decides whether a vertical runner turns left or
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// right at a corner (move.c do_move).
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func (g *RogueGame) passageTurnHorizontal() (bool, int) {
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p := &g.Player
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b1 := p.Pos.X != 0 && g.turnOk(p.Pos.Y, p.Pos.X-1)
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b2 := p.Pos.X != NumCols-1 && g.turnOk(p.Pos.Y, p.Pos.X+1)
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if b1 == b2 {
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return false, 0
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}
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if b1 {
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g.RunCh = 'h'
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return true, -1
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}
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g.RunCh = 'l'
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return true, 1
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}
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// finishMove is the move_stuff label in do_move: complete the step.
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func (g *RogueGame) finishMove(nh Coord, fl PlaceFlags) {
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p := &g.Player
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@@ -255,85 +314,8 @@ func (g *RogueGame) springTrap(tc Coord) TrapKind {
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tr := TrapKind(pp.Flags & FTrapMask)
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pp.Flags.Set(FSeen)
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switch tr {
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case TrapDoor:
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g.Depth++
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g.NewLevel()
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g.msg("you fell into a trap!")
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case TrapBear:
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g.NoMove += g.spread(3) // BEARTIME
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g.msg("you are caught in a bear trap")
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case TrapMystery:
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switch g.rnd(11) {
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case 0:
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g.msg("you are suddenly in a parallel dimension")
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case 1:
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g.msg("the light in here suddenly seems %s", g.data.rainbow[g.rnd(len(g.data.rainbow))])
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case 2:
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g.msg("you feel a sting in the side of your neck")
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case 3:
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g.msg("multi-colored lines swirl around you, then fade")
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case 4:
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g.msg("a %s light flashes in your eyes", g.data.rainbow[g.rnd(len(g.data.rainbow))])
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case 5:
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g.msg("a spike shoots past your ear!")
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case 6:
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g.msg("%s sparks dance across your armor", g.data.rainbow[g.rnd(len(g.data.rainbow))])
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case 7:
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g.msg("you suddenly feel very thirsty")
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case 8:
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g.msg("you feel time speed up suddenly")
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case 9:
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g.msg("time now seems to be going slower")
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case 10:
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g.msg("you pack turns %s!", g.data.rainbow[g.rnd(len(g.data.rainbow))])
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}
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case TrapSleep:
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g.NoCommand += g.spread(5) // SLEEPTIME
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p.Flags.Clear(Awake)
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g.msg("a strange white mist envelops you and you fall asleep")
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case TrapArrow:
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if g.swing(p.Stats.Lvl-1, p.Stats.ArmorClass, 1) {
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p.Stats.HP -= g.roll(1, 6)
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if p.Stats.HP <= 0 {
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g.msg("an arrow killed you")
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g.death('a')
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} else {
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g.msg("oh no! An arrow shot you")
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}
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} else {
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arrow := newObject()
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g.initWeapon(arrow, WeaponArrow)
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arrow.Count = 1
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arrow.Pos = p.Pos
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g.fall(arrow, false)
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g.msg("an arrow shoots past you")
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}
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case TrapTeleport:
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// since the hero's leaving, look() won't put a TRAP down for us,
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// so we have to do it ourself
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g.teleport()
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g.mvaddch(tc.Y, tc.X, Trap)
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case TrapDart:
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if !g.swing(p.Stats.Lvl+1, p.Stats.ArmorClass, 1) {
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g.msg("a small dart whizzes by your ear and vanishes")
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} else {
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p.Stats.HP -= g.roll(1, 4)
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if p.Stats.HP <= 0 {
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g.msg("a poisoned dart killed you")
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g.death('d')
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}
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if !p.IsWearing(RingSustainStrength) && !g.save(VsPoison) {
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g.changeStrength(-1)
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}
|
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|
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g.msg("a small dart just hit you in the shoulder")
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}
|
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case TrapRust:
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g.msg("a gush of water hits you on the head")
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g.rustArmor(p.CurArmor)
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if h := g.data.trapHandlers[tr]; h != nil {
|
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h(g, tc)
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}
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|
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g.flushType()
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@@ -341,6 +323,116 @@ func (g *RogueGame) springTrap(tc Coord) TrapKind {
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return tr
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}
|
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|
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// The per-trap effect handlers, dispatched through
|
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// gameData.trapHandlers. Each is one case of the C be_trapped switch.
|
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|
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func (g *RogueGame) trapFall(Coord) {
|
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g.Depth++
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g.NewLevel()
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g.msg("you fell into a trap!")
|
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}
|
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|
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func (g *RogueGame) trapBear(Coord) {
|
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g.NoMove += g.spread(3) // BEARTIME
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g.msg("you are caught in a bear trap")
|
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}
|
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|
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func (g *RogueGame) trapMystery(Coord) {
|
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which := g.rnd(11)
|
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switch which {
|
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case 0:
|
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g.msg("you are suddenly in a parallel dimension")
|
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case 1:
|
||||
g.msg("the light in here suddenly seems %s", g.data.rainbow[g.rnd(len(g.data.rainbow))])
|
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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", g.data.rainbow[g.rnd(len(g.data.rainbow))])
|
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case 5:
|
||||
g.msg("a spike shoots past your ear!")
|
||||
default:
|
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g.trapMysteryMore(which)
|
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}
|
||||
}
|
||||
|
||||
// trapMysteryMore holds the back half of the mystery-trap messages.
|
||||
func (g *RogueGame) trapMysteryMore(which int) {
|
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switch which {
|
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case 6:
|
||||
g.msg("%s sparks dance across your armor", g.data.rainbow[g.rnd(len(g.data.rainbow))])
|
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case 7:
|
||||
g.msg("you suddenly feel very thirsty")
|
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case 8:
|
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g.msg("you feel time speed up suddenly")
|
||||
case 9:
|
||||
g.msg("time now seems to be going slower")
|
||||
case 10:
|
||||
g.msg("you pack turns %s!", g.data.rainbow[g.rnd(len(g.data.rainbow))])
|
||||
}
|
||||
}
|
||||
|
||||
func (g *RogueGame) trapSleep(Coord) {
|
||||
g.NoCommand += g.spread(5) // SLEEPTIME
|
||||
|
||||
g.Player.Flags.Clear(Awake)
|
||||
g.msg("a strange white mist envelops you and you fall asleep")
|
||||
}
|
||||
|
||||
func (g *RogueGame) trapArrow(Coord) {
|
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p := &g.Player
|
||||
if g.swing(p.Stats.Lvl-1, p.Stats.ArmorClass, 1) {
|
||||
p.Stats.HP -= g.roll(1, 6)
|
||||
if p.Stats.HP <= 0 {
|
||||
g.msg("an arrow killed you")
|
||||
g.death('a')
|
||||
} else {
|
||||
g.msg("oh no! An arrow shot you")
|
||||
}
|
||||
} else {
|
||||
arrow := newObject()
|
||||
g.initWeapon(arrow, WeaponArrow)
|
||||
arrow.Count = 1
|
||||
arrow.Pos = p.Pos
|
||||
g.fall(arrow, false)
|
||||
g.msg("an arrow shoots past you")
|
||||
}
|
||||
}
|
||||
|
||||
func (g *RogueGame) trapTeleport(tc Coord) {
|
||||
// since the hero's leaving, look() won't put a TRAP down for us,
|
||||
// so we have to do it ourself
|
||||
g.teleport()
|
||||
g.mvaddch(tc.Y, tc.X, Trap)
|
||||
}
|
||||
|
||||
func (g *RogueGame) trapDart(Coord) {
|
||||
p := &g.Player
|
||||
if !g.swing(p.Stats.Lvl+1, p.Stats.ArmorClass, 1) {
|
||||
g.msg("a small dart whizzes by your ear and vanishes")
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
p.Stats.HP -= g.roll(1, 4)
|
||||
if p.Stats.HP <= 0 {
|
||||
g.msg("a poisoned dart killed you")
|
||||
g.death('d')
|
||||
}
|
||||
|
||||
if !p.IsWearing(RingSustainStrength) && !g.save(VsPoison) {
|
||||
g.changeStrength(-1)
|
||||
}
|
||||
|
||||
g.msg("a small dart just hit you in the shoulder")
|
||||
}
|
||||
|
||||
func (g *RogueGame) trapRust(Coord) {
|
||||
g.msg("a gush of water hits you on the head")
|
||||
g.rustArmor(g.Player.CurArmor)
|
||||
}
|
||||
|
||||
// randomStep moves in a random direction if the monster/person is
|
||||
// confused (move.c rndmove).
|
||||
func (g *RogueGame) randomStep(who *Creature) Coord {
|
||||
|
||||
@@ -147,6 +147,10 @@ type gameData struct {
|
||||
// cases of the big command.c switch. Keys that re-dispatch (runs,
|
||||
// fight, repeat, move-on) and wizard keys stay in dispatchKey.
|
||||
commandHandlers map[byte]func(g *RogueGame)
|
||||
|
||||
// trapHandlers dispatches each sprung trap to its effect method:
|
||||
// the cases of the move.c be_trapped switch.
|
||||
trapHandlers [NumTrapTypes]func(g *RogueGame, tc Coord)
|
||||
}
|
||||
|
||||
// ripWall is the repeated blank wall line of the tombstone art.
|
||||
@@ -811,6 +815,17 @@ func newGameData() *gameData {
|
||||
g.After = false
|
||||
},
|
||||
},
|
||||
|
||||
trapHandlers: [NumTrapTypes]func(*RogueGame, Coord){
|
||||
TrapDoor: (*RogueGame).trapFall,
|
||||
TrapArrow: (*RogueGame).trapArrow,
|
||||
TrapSleep: (*RogueGame).trapSleep,
|
||||
TrapBear: (*RogueGame).trapBear,
|
||||
TrapTeleport: (*RogueGame).trapTeleport,
|
||||
TrapDart: (*RogueGame).trapDart,
|
||||
TrapRust: (*RogueGame).trapRust,
|
||||
TrapMystery: (*RogueGame).trapMystery,
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user