19 Commits

Author SHA1 Message Date
3ed7931676 Merge refactor/object-fields (refactor step 3 + module rename) 2026-07-06 23:10:39 +02:00
43c59b7f82 Update module base path to git.eeqj.de/sneak/rgoue
go.mod, term/ and cmd/ imports, the ARCHITECTURE.md module references,
and the in-game version string. User request; the repo already lives
at this remote.
2026-07-06 23:10:39 +02:00
2eff377a73 Un-overload Object fields and pre-parse damage dice (refactor step 3)
Object.Arm carried four meanings in C (o_arm/o_charges/o_goldval plus
ring bonuses); it is now four fields: ArmorClass, Charges, GoldValue,
and Bonus. Stats.Arm becomes Stats.ArmorClass. The Charges()/GoldVal()
accessor pair is gone.

Damage dice strings ("1x4/1x2") are parsed once into DiceSpec — at
table definition for the bestiary and weapon tables, at creation for
items — instead of re-parsed with atoi on every swing as fight.c
roll_em did. ParseDice preserves the C parse semantics exactly,
including the junk-tolerant "%%%x0" bestiary placeholder and the
"000x0" flytrap reset (regression-tested in dice_test.go); the
flytrap's growing grip becomes DiceSpec{{VfHit, 1}}.

Save format bumps to 5.4.4-go3 (field renames and retypes would
silently zero under gob's match-by-name decoding).

No behavior change; full suite green.
2026-07-06 23:07:57 +02:00
c75af2ec22 Rotate TODO.md for completed refactor step 2
The rotation should have ridden the step-2 commit per the Workflow
section, but the file was edited concurrently and the update was lost;
recording it now. Step 3 (un-overload Object fields) is Next Step.
2026-07-06 22:01:33 +02:00
4b04ac08ea Merge refactor/typed-kinds (refactor step 2) 2026-07-06 22:00:43 +02:00
b940cfc41f Give item categories and subtypes real types (refactor step 2)
ObjectKind separates what an item is from how it draws: Object.Type
(a byte that doubled as the map character) becomes Kind ObjectKind,
with Glyph() producing the display character and objectKindForGlyph
converting back at the map boundary. KindWand covers the C 'stick'
category. The magic-missile bolt uses KindGold, matching C's literal
o_type='*' trick, with a comment.

PotionKind, ScrollKind, RingKind, WandKind, WeaponKind, ArmorKind and
TrapKind are now iota enums with Stringer (names come from the base
info tables); Object gains typed accessors (obj.RingKind(), ...) and
Launch is typed WeaponKind. beTrapped returns TrapKind. The
getItem/inventory/whatis prompt filters take ObjectKind, with
KindCallable/KindRingOrStick replacing the C CALLABLE/R_OR_S
sentinels; wizard.c's type_name table is subsumed by
ObjectKind.String(). IsRing/IsWearing/initWeapon/doPot signatures are
typed accordingly.

The save format version becomes 5.4.4-go2: the gob field rename would
otherwise silently zero Kind when reading old saves.

No behavior change; full suite green.
2026-07-06 22:00:43 +02:00
626f8c5a7d Merge refactor/descriptive-constants (refactor step 1) 2026-07-06 21:29:19 +02:00
e71a2ef3fd Rename constants to descriptive names (refactor step 1)
Pure rename, no behavior change; the full suite (RNG goldens,
generation invariants, scripted sessions, save round trip) is
unchanged and green.

- Creature flags: IsHuh→Confused, IsHalu→Hallucinating,
  CanHuh→CanConfuse, CanSee→CanSeeInvisible, IsRun→Awake,
  SeeMonst→SenseMonsters, IsCanc→Cancelled, IsLevit→Levitating,
  IsBlind/IsGreed/IsHaste/IsTarget/IsHeld/IsInvis/IsMean/IsRegen/
  IsFly/IsSlow → Blind/Greedy/Hasted/Targeted/Held/Invisible/Mean/
  Regenerates/Flying/Slowed, IsFound→Found
- Object flags: IsCursed→Cursed, IsKnow→Known, IsMissl→Missile,
  IsMany→Stackable, ObjIsFound→WasFound, IsProt→Protected
- Room flags: IsDark/IsGone/IsMaze → Dark/Gone/Maze; place flags:
  FPass→FPassage, FPNum→FPassNum, FTMask→FTrapMask
- Trap types: TDoor→TrapDoor ... TMyst→TrapMystery
- Item subtypes: P*→Potion* (PLSD→PotionLSD, PMFind→
  PotionDetectMonsters, ...), S*→Scroll* (SIDRorS→
  ScrollIdentifyRingOrStick, ...), R*→Ring* (RAddHit→RingDexterity,
  RNop→RingAdornment, ...), Ws*→Wand* (WsElect→WandLightning, ...),
  weapons (TwoSword→WeaponTwoHandedSword, Shiraken→WeaponShuriken,
  ...), armor (RingMail→ArmorRingMail, ...)
- Counts: Max{Potions,Scrolls,Rings,Sticks,Weapons,Armors} →
  Num{Potion,Scroll,Ring,Wand,Weapon,Armor}Types; NTraps→NumTrapTypes
- Level.NTraps field → TrapCount (also in the save snapshot)
- Original C constant names preserved as comment breadcrumbs in
  types.go so the lineage stays greppable

TODO.md: step 1 moved to Completed, step 2 (typed kinds) promoted to
Next Step.
2026-07-06 21:28:57 +02:00
aaf72cf894 Add standard Workflow section to TODO.md 2026-07-06 21:06:38 +02:00
1133feb0ba Plan the idiomatic-Go refactor in TODO.md
Itemize the refactor from transliterated port to idiomatic Go: eight
stepped feature branches (descriptive constant renames, typed kind
enums, un-overloaded Object fields, per-subsystem method renames,
god-object extraction, effects dispatch tables, constructor/style
pass, docs refresh), slotted ahead of the existing playtest/lint/
release steps. Also add the styleguide-required .gitignore (a stray
built binary was sitting untracked in the root).
2026-07-06 20:54:32 +02:00
2bcc3894e2 Add TODO.md 2026-07-06 20:46:57 +02:00
c0b533ed2f Make the rgoue branch Go-only
The port is complete, so the C sources and their build system
(autoconf/automake inputs, Makefiles, Visual Studio project, doc
templates, RPM spec, C build/modernization notes) leave this branch;
they live on in master/modern-rogue for reference.

Also ports the last missing wizard command (things.c pr_list/pr_spec,
the '*' item-probability listing), rewrites README.md for the Go port,
and updates ARCHITECTURE.md's layout notes (game/ has no third-party
imports; tcell lives in term/).

Kept: LICENSE.TXT, rogue.png, rogue.desktop, ARCHITECTURE.md.
2026-07-06 20:19:33 +02:00
41fc1042fc go: port command loop, save/restore, tcell terminal, and the binary
- command.c in full: the command dispatcher with repeat counts, run
  prefixes, ctrl-run door-stop mode, fight-to-death targeting, and all
  wizard debug commands; search, help, identify, d_level/u_level, call,
  current
- main.c completed: Run()/playit() with the C double ROGUEOPTS parse;
  exit()-anywhere becomes a gameEnd panic recovered in Run
- save.c + state.c: gob SaveState snapshot with explicit pointer-to-
  index fixups for equipment, monster rooms, and chase targets (the
  rs_fix_thing role); save file deleted on restore as in C; SIGHUP/
  SIGTERM autosave hook
- wizard.c completed (create_obj, show_map), passages.c add_pass
- term/: tcell/v2 Terminal — the one third-party dependency — replacing
  curses and mdport's 900-line key decoder; shell escape via suspend
- cmd/rogue: flags -s/-d, SEED (wizard), ROGUEOPTS, ROGUE_WIZARD

Tests: full scripted sessions through Run (quit, descend stairs,
3200-move crash sweep, save-command round trip). Notable fixes found
by tests: gob silently drops embedded fields of unexported types, and
--More-- prompts swallow space-free input scripts.
2026-07-06 20:15:47 +02:00
cdf9bf73a9 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.
2026-07-06 19:34:36 +02:00
3c5add87cd go: port combat, chase driver, traps, zapping, death and scores
- fight.c in full: fight/attack with all eight special monster attacks
  (aquator rust, ice freeze, rattlesnake poison, wraith/vampire drains,
  flytrap hold, leprechaun/nymph theft), swing, roll_em dice parsing
  (with a C-semantics atoi — Go's strconv rejects '1x4/...'), hit/miss
  message variants, killed, remove_mon
- chase.c completed: runners, move_monst, relocate, do_chase with
  dragon breath, chase target selection (C's dead oroom comparison in
  relocate is preserved as-is)
- move.c in full: do_move with passgo turning, all eight traps,
  rndmove, rust_armor
- sticks.c completed: do_zap (all 14 sticks), drain, fire_bolt with
  wall bounces; weapons.c completed: missile/do_motion/fall/wield
- rip.c: death tombstone, total_winner, killname; C exit() becomes a
  gameEnd panic that Run will recover
- score.go: top-ten scoreboard as a gob file with lock-file protocol
  replacing the XOR-encrypted C format
- wizard.c: whatis/set_know/teleport; daemons.c stomach
- monster bestiary moved to per-game state (C mutates the flytrap
  damage string during play)

Tests: combat math, kill/removal bookkeeping, monster chase pursuit,
death unwinding, scripted-input headless terminal.
2026-07-06 19:23:45 +02:00
a69ef7dc04 go: port dungeon generation, items base, pack, and monster creation
rooms.c, passages.c, new_level.c ported in full: room/maze layout,
corridor spanning tree with extra connections, passage numbering flood
fill, trap/stairs/object placement, treasure rooms. Careful RNG-call
ordering throughout keeps generation seed-faithful to C.

Supporting subsystems this depends on, also ported:
- screen.go: curses replaced by in-memory Window cell buffers behind a
  Terminal interface (tcell arrives with the UI phase; tests run headless)
- io.go: msg/addmsg/endmsg message-line protocol, status line, step_ok
- pack.c in full (add_pack sorting/stacking walk, get_item, inventory)
- things.c in full (inv_name, new_thing, discovery lists, pagination)
- monsters.c in full; chase.c navigation half (roomin/cansee/see_monst/
  find_dest/runto/set_oldch); rings.c, armor.c in full
- weapons.c/sticks.c creation half (init_weapon, fix_stick, num)
- misc.c look() display update, eat, level-up, direction input
- daemons.c callbacks except stomach (needs death()) and the runners
  chase driver (combat phase)
- init.c init_player with the starting kit

Tests: level invariants across seeds, determinism, 30-depth sweep.
2026-07-06 19:05:46 +02:00
7fa2048402 go: port foundation — types, RNG, tables, daemon scheduler
Module sneak.berlin/go/rogue, package game:
- types.go: all rogue.h constants, flag types, Coord/Stats/Room/ObjInfo
- creature.go/object.go: the THING union split into Creature (Player/
  Monster) and Object; slices replace the C linked lists
- level.go: Place map with the C column-major layout and chat/flat/moat/
  winat access methods
- tables.go: extern.c + init.c data (bestiary, item tables, name pools)
- rng.go: the exact C LCG (seed*11109+13849), golden-tested against a
  compiled C reference for seed compatibility
- init.go: per-game item appearance randomization (init.c)
- daemon.go/daemons.go: scheduler with DaemonID replacing function
  pointers (ids match the C save format's mapping)
- game.go: RogueGame holds all former globals; NewGame constructor
2026-07-06 18:46:22 +02:00
45dba95678 Add ARCHITECTURE.md Part 2: Go OOP port design
Design for the Go port (module sneak.berlin/go/rogue):
- RogueGame instance type owns all former globals; no package globals
- THING union split into Creature (Player/Monster) and Object
- Slices replace THING linked lists; list.c is not ported
- Daemon function pointers become serializable DaemonID enum + dispatch
- tcell/v2 (sole third-party dep) replaces curses; Window cell buffers
  preserve the screen-as-data-structure idiom
- encoding/gob snapshot replaces the 2,134-line state.c serializer
- Exact-LCG RNG for seed-compatible dungeon generation, with golden tests
- Per-file porting map, naming conventions, porting order, drop list
2026-07-06 18:17:48 +02:00
91eeee09c5 Add ARCHITECTURE.md Part 1: complete map of the C program
Documents the entire Rogue 5.4.4 C codebase ahead of the Go port:
program flow, source file inventory, the full type system (THING
union, PLACE map, rooms, stats, obj_info, daemons), constants and
flag bits, the macro layer, a census of every global variable, and
a function-by-function catalog of all 36 source files.
2026-07-06 18:13:55 +02:00
106 changed files with 12720 additions and 33126 deletions

4
.gitignore vendored Normal file
View File

@@ -0,0 +1,4 @@
*.log
*.out
*.test
/rogue

1496
ARCHITECTURE.md Normal file

File diff suppressed because it is too large Load Diff

View File

@@ -1,135 +0,0 @@
# Build Issues Found During README Testing
This document lists issues encountered when following the README.md build instructions on macOS (darwin 25.0.0, Apple Silicon).
## Date
Testing performed: Following README.md Quick Start instructions
## Environment
- **OS**: macOS (darwin 25.0.0)
- **Architecture**: Apple Silicon (arm64)
- **Compiler**: GCC/Clang (available)
- **make**: Available
- **ncurses**: Installed via Homebrew at `/opt/homebrew/opt/ncurses`
## Issues Found
### 1. Compilation Error: Incomplete Type 'WINDOW'
**Location**: `main.c:241-242`
**Error Message**:
```
main.c:241:11: error: incomplete definition of type 'WINDOW' (aka 'struct _win_st')
241 | curscr->_cury = oy;
| ~~~~~~^
main.c:242:11: error: incomplete definition of type 'WINDOW' (aka 'struct _win_st')
242 | curscr->_curx = ox;
| ~~~~~~^
```
**Root Cause**:
The code attempts to access internal ncurses structure members (`curscr->_cury` and `curscr->_curx`) which are not part of the public API in modern ncurses libraries. These internal members are not accessible in both the system ncurses and Homebrew ncurses.
**Context**:
The problematic code is in the `tstp()` function (lines 241-242), which handles stop/start signals (SIGTSTP). After resuming from a stop signal, the code tries to manually restore the cursor position by directly accessing internal ncurses structure members.
**Affected Code**:
```c
void
tstp(int ignored)
{
// ... code ...
getyx(curscr, y, x);
mvcur(y, x, oy, ox);
fflush(stdout);
curscr->_cury = oy; // ERROR: Internal member access
curscr->_curx = ox; // ERROR: Internal member access
}
```
**Impact**:
- **Severity**: CRITICAL - Build fails completely
- The game cannot be compiled on modern systems with standard ncurses
- This affects all platforms using modern ncurses (not just macOS)
**Suggested Fix**:
1. Remove the direct structure member access (lines 241-242)
2. The `mvcur()` call on line 239 should be sufficient for cursor positioning
3. If cursor position tracking is needed, use public ncurses API functions like `getyx()` and `move()` instead
**Workaround Attempted**:
- Tried using Homebrew ncurses with explicit include/library paths as suggested in README troubleshooting section
- Same error occurred with both system ncurses and Homebrew ncurses
- Tried manual build using `Makefile.std` as documented in README (Alternative build method)
- Same error occurred with manual build method
- This confirms it's a code compatibility issue, not a configuration or build system issue
### 2. Compiler Warnings (Non-blocking)
**Location**: Multiple files
**Warning Messages**:
- `main.c`: Multiple warnings about deprecated function prototypes (C23 compatibility)
- Function declarations without prototypes in `extern.h` conflicting with definitions
**Impact**:
- **Severity**: LOW - Warnings only, do not prevent compilation
- Code compiles but may have issues with future C standards (C23)
**Note**: These warnings are expected for legacy C code and don't prevent the build from succeeding once the critical error is fixed.
## What Works
1.**Configure script**: Runs successfully
- Detects compiler, headers, and libraries correctly
- Creates `config.h` and `Makefile` properly
- Works with both system ncurses and Homebrew ncurses paths
2.**Prerequisites**: All required tools are available
- C compiler (gcc/clang)
- make
- ncurses library (via Homebrew)
3.**Build system**: Autotools configuration works correctly
- `configure` script exists and is executable
- No need for `autoreconf` (as documented in README)
## Recommendations for README Updates
1. **Add Known Compatibility Issue Section**:
- Document that the codebase has compatibility issues with modern ncurses
- Note that direct access to internal ncurses structures (`curscr->_cury`, `curscr->_curx`) will fail on modern systems
- Provide information about which ncurses versions are known to work (if any)
2. **Update macOS Troubleshooting**:
- The current macOS troubleshooting section mentions Homebrew ncurses paths, but this doesn't solve the compilation error
- Add a note that even with correct ncurses paths, the build may fail due to code compatibility issues
3. **Add Build Status**:
- Consider adding a "Known Issues" or "Build Status" section to the README
- Indicate that the codebase may need patches for modern ncurses compatibility
## Next Steps
1. ~~**Code Fix Required**: The `main.c` file needs to be updated to remove direct access to internal ncurses structure members~~**FIXED**
2. **Testing**: After fix, verify the game builds and runs correctly
3. **Documentation**: Update README with any workarounds or fixes applied
## Fix Applied (2025)
The critical build issue has been resolved:
**Fixed in**: `main.c:241-242`
**Solution**: Removed direct access to internal ncurses structure members (`curscr->_cury` and `curscr->_curx`) and replaced with public API call `move(oy, ox)`. The `mvcur()` call already handles terminal cursor positioning, and `move()` ensures the logical cursor position is also set using the public ncurses API.
**Status**: ✅ Build should now succeed on modern systems with standard ncurses libraries.
## Additional Notes
- The README's Quick Start instructions are clear and easy to follow
- The build system (Autotools) is properly configured
- The issue is specifically with code compatibility, not with the build system or documentation
- This appears to be a known issue with porting old curses-based code to modern ncurses

View File

@@ -1,172 +0,0 @@
# Rogue Modernization Log (1999 → 2025)
This document tracks all modernization changes made to bring the Rogue codebase from its 1999 state to a working build on modern systems (2025).
## Goals
1. **Working Build**: Ensure the codebase compiles without errors on modern systems
2. **No Warnings**: Eliminate compilation warnings where possible
3. **Modern Compatibility**: Fix compatibility issues with modern libraries (ncurses, compilers, etc.)
4. **Documentation**: Each change is documented with reasoning and impact
## Change Log
### 2025-11-07: Fix ncurses Internal Structure Access
**Issue**: Build failure due to accessing internal ncurses structure members
**Location**: `main.c:241-242`
**Problem**:
```c
curscr->_cury = oy; // ERROR: Internal member access
curscr->_curx = ox; // ERROR: Internal member access
```
The code attempted to directly access internal ncurses structure members (`curscr->_cury` and `curscr->_curx`), which are not part of the public API in modern ncurses libraries. This caused compilation errors on all modern systems.
**Root Cause**:
- Modern ncurses (6.x) hides internal structure members
- The `WINDOW` structure is opaque in modern implementations
- Direct structure member access was possible in older ncurses versions (pre-1999)
**Solution**:
Removed the direct structure access and replaced with public API call:
```c
mvcur(y, x, oy, ox);
move(oy, ox); /* Use public API instead of internal structure access */
```
**Reasoning**:
- `mvcur()` already handles terminal cursor positioning
- `move()` ensures logical cursor position is set using public API
- Both functions are part of the stable ncurses public API
- No functional change - cursor positioning still works correctly
**Impact**:
- ✅ Fixes critical build failure
- ✅ Maintains functionality (cursor positioning still works)
- ✅ Compatible with all modern ncurses versions
- ✅ No runtime behavior changes
**Files Changed**:
- `main.c` (lines 241-242)
**Testing**:
- [x] Verify build succeeds ✅ (Build successful on macOS arm64)
- [ ] Verify cursor positioning works correctly after SIGTSTP
- [ ] Test on multiple platforms (Linux)
**Status**: ✅ **COMPLETE** - Build now succeeds on modern systems
---
### 2025-01-XX: Fix Function Prototype Warnings (C23 Compatibility)
**Issue**: Multiple functions declared without prototypes, causing C23 compatibility warnings
**Location**: Multiple files
**Problem**:
1. Functions declared as `void func();` (old-style) but defined with parameters
2. Function pointers without proper prototypes
3. Local function declaration conflicting with standard library
**Root Cause**:
- Pre-C99 code used old-style function declarations
- C23 requires proper function prototypes
- Function pointers need explicit parameter types
**Solution**:
1. **Fixed function prototypes in `extern.h`**:
- `void fatal();``void fatal(char *s);`
- `void my_exit();``void my_exit(int st);`
- `void set_order();``void set_order(int *order, int numthings);`
2. **Fixed function pointer types**:
- `void (*d_func)();``void (*d_func)(int);` in `rogue.h` and `daemon.c`
- `void (*func)();``void (*func)(int);` in `fuse()` and `start_daemon()`
- `void (*pa_daemon)();``void (*pa_daemon)(int);` in `potions.c`
3. **Removed conflicting local declaration**:
- Removed `struct tm *localtime();` from `rip.c` (conflicts with `<time.h>`)
4. **Fixed incorrect function call**:
- `new_item(sizeof(THING))``new_item()` in `state.c` (function doesn't take parameters)
**Reasoning**:
- Modern C standards require proper function prototypes
- Function pointers must match their call sites
- Local declarations shouldn't conflict with standard library
- Functions should be called with correct number of arguments
**Impact**:
- ✅ Eliminates all C23 compatibility warnings
- ✅ Build now compiles with zero warnings
- ✅ Better type safety and error checking
- ✅ No functional changes - all functions work as before
**Files Changed**:
- `extern.h` - function declarations
- `rogue.h` - function pointer types in struct and function signatures
- `daemon.c` - function pointer parameters
- `potions.c` - function pointer in struct
- `rip.c` - removed conflicting localtime declaration
- `state.c` - fixed incorrect function call
**Testing**:
- [x] Verify build succeeds ✅
- [x] Zero compilation warnings ✅
- [x] Executable created successfully ✅
**Status**: ✅ **COMPLETE** - Build now compiles with zero warnings
---
## Pending Issues
Issues identified but not yet fixed (low priority - build works correctly):
### 1. ~~Function Prototype Warnings (C23 Compatibility)~~ ✅ FIXED
**Status**: All function prototype warnings have been resolved in Iteration 2.
### 2. Deprecated `register` Keyword
**Severity**: Low (harmless, just obsolete)
**Issue**: The `register` keyword is still used in the codebase but is deprecated in modern C (C11+).
**Impact**: None - compiler ignores it, but it's obsolete
**Solution**: Can be removed in a cleanup pass (low priority)
### 3. String Safety
**Severity**: Low (potential buffer overflow risks)
**Issue**: Some `strcpy`/`strcat` usage without bounds checking
**Impact**: Potential security issues, but may be acceptable for this legacy game
**Solution**: Consider `strncpy`/`strncat` or modern alternatives (low priority)
---
## Build Status
- [x] Builds successfully on macOS ✅
- [ ] Builds successfully on Linux
- [x] No compilation errors ✅
- [x] No compilation warnings ✅ (All warnings fixed!)
---
## Notes
- Each modernization step should be committed separately
- Changes should maintain backward compatibility where possible
- Gameplay behavior should remain unchanged
- Focus on build compatibility first, then code quality improvements

View File

@@ -1,220 +0,0 @@
###############################################################################
#
# Makefile for rogue
#
# Rogue: Exploring the Dungeons of Doom
# Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
# All rights reserved.
#
# See the file LICENSE.TXT for full copyright and licensing information.
#
###############################################################################
###############################################################################
# Site configuration occurs beneath this comment
# Typically ./configure (autoconf tools) configures this section
# This section could be manually configured if autoconf/configure fails
###############################################################################
DISTNAME=@PACKAGE_TARNAME@@PACKAGE_VERSION@
PACKAGE_TARNAME = @PACKAGE_TARNAME@-@PACKAGE_VERSION@
PROGRAM=@PROGRAM@
O=o
#CC=gcc
CC = @CC@
#CFLAGS=-O2
CFLAGS= @CFLAGS@
#LIBS=-lcurses
LIBS = @LIBS@
#RM=rm -f
RM = rm -f
#GROFF=groff
GROFF = @GROFF@
#NROFF=nroff
NROFF = @NROFF@
#TBL=tbl
TBL = @TBL@
#COLCRT=colcrt
COLCRT = @COLCRT@
#SED=sed
SED = @SED@
#SCOREFILE=rogue54.scr
SCOREFILE = @SCOREFILE@
#LOCKFILE=rogue54.lck
LOCKFILE = @LOCKFILE@
#GROUPOWNER=games
GROUPOWNER = @GROUPOWNER@
#CPPFLAGS=-DHAVE_CONFIG_H
CPPFLAGS =@DEFS@ @CPPFLAGS@
#DISTFILE = $(PROGRAM)
DISTFILE = $(DISTNAME)-@TARGET@
INSTALL=./install-sh
#INSTGROUP=-g games
INSTGROUP=
#INSTOWNER=-u root
INSTOWNER=
CHGRP=chgrp
MKDIR=mkdir
TOUCH=touch
RMDIR=rmdir
CHMOD=chmod
DESTDIR=
prefix=@prefix@
exec_prefix=@exec_prefix@
datarootdir=@datarootdir@
datadir=@datadir@
bindir=@bindir@
mandir=@mandir@
docdir=@docdir@
man6dir = $(mandir)/man6
###############################################################################
# Site configuration occurs above this comment
# It should not be necessary to change anything below this comment
###############################################################################
HDRS = rogue.h extern.h score.h
OBJS1 = vers.$(O) extern.$(O) armor.$(O) chase.$(O) command.$(O) \
daemon.$(O) daemons.$(O) fight.$(O) init.$(O) io.$(O) list.$(O) \
mach_dep.$(O) main.$(O) mdport.$(O) misc.$(O) monsters.$(O) \
move.$(O) new_level.$(O)
OBJS2 = options.$(O) pack.$(O) passages.$(O) potions.$(O) rings.$(O) \
rip.$(O) rooms.$(O) save.$(O) scrolls.$(O) state.$(O) sticks.$(O) \
things.$(O) weapons.$(O) wizard.$(O) xcrypt.$(O)
OBJS = $(OBJS1) $(OBJS2)
CFILES = vers.c extern.c armor.c chase.c command.c daemon.c \
daemons.c fight.c init.c io.c list.c mach_dep.c \
main.c mdport.c misc.c monsters.c move.c new_level.c \
options.c pack.c passages.c potions.c rings.c rip.c \
rooms.c save.c scrolls.c state.c sticks.c things.c \
weapons.c wizard.c xcrypt.c
MISC_C = findpw.c scedit.c scmisc.c
DOCSRC = rogue.me.in rogue.6.in rogue.doc.in rogue.html.in rogue.cat.in
DOCS = $(PROGRAM).doc $(PROGRAM).html $(PROGRAM).cat $(PROGRAM).me \
$(PROGRAM).6
AFILES = configure Makefile.in configure.ac config.h.in config.sub config.guess \
install-sh rogue.6.in rogue.me.in rogue.html.in rogue.doc.in rogue.cat.in
MISC = Makefile.std LICENSE.TXT rogue54.sln rogue54.vcproj rogue.spec \
rogue.png rogue.desktop
.SUFFIXES: .obj
.c.obj:
$(CC) $(CFLAGS) $(CPPFLAGS) /c $*.c
.c.o:
$(CC) $(CFLAGS) $(CPPFLAGS) -c $*.c
$(PROGRAM): $(HDRS) $(OBJS)
$(CC) $(CFLAGS) $(LDFLAGS) $(OBJS) $(LIBS) -o $@
clean:
$(RM) $(OBJS1)
$(RM) $(OBJS2)
$(RM) core a.exe a.out a.exe.stackdump $(PROGRAM) $(PROGRAM).exe
$(RM) $(PROGRAM).tar $(PROGRAM).tar.gz $(PROGRAM).zip
$(RM) $(DISTNAME)/*
-rmdir $(DISTNAME)
maintainer-clean:
$(RM) config.h
$(RM) Makefile
$(RM) config.status
$(RM) -r autom4te.cache
$(RM) config.log
$(RM) $(PROGRAM).scr $(PROGRAM).lck
stddocs:
sed -e 's/@PROGRAM@/rogue/' -e 's/@SCOREFILE@/rogue.scr/' rogue.6.in > rogue.6
sed -e 's/@PROGRAM@/rogue/' -e 's/@SCOREFILE@/rogue.scr/' rogue.me.in > rogue.me
sed -e 's/@PROGRAM@/rogue/' -e 's/@SCOREFILE@/rogue.scr/' rogue.html.in > rogue,html
sed -e 's/@PROGRAM@/rogue/' -e 's/@SCOREFILE@/rogue.scr/' rogue.doc.in > rogue.doc
sed -e 's/@PROGRAM@/rogue/' -e 's/@SCOREFILE@/rogue.scr/' rogue.cat.in > rogue.cat
dist.src:
$(MAKE) $(MAKEFILE) clean
mkdir $(DISTNAME)
cp $(CFILES) $(HDRS) $(MISC) $(AFILES) $(DISTNAME)
tar cf $(DISTNAME)-src.tar $(DISTNAME)
gzip -f $(DISTNAME)-src.tar
rm -fr $(DISTNAME)
findpw: findpw.c xcrypt.o mdport.o xcrypt.o
$(CC) -s -o findpw findpw.c xcrypt.o mdport.o -lcurses
scedit: scedit.o scmisc.o vers.o mdport.o xcrypt.o
$(CC) -s -o scedit vers.o scedit.o scmisc.o mdport.o xcrypt.o -lcurses
scmisc.o scedit.o:
$(CC) -O -c $(SF) $*.c
$(PROGRAM).doc: rogue.me
if test "x$(GROFF)" != "x" -a "x$(SED)" != "x" ; then \
$(GROFF) -P-c -t -me -Tascii rogue.me | $(SED) -e 's/.\x08//g' > $(PROGRAM).doc ;\
elif test "x$(NROFF)" != "x" -a "x$(TBL)" != "x" -a "x$(COLCRT)" != "x" ; then \
tbl rogue.me | $(NROFF) -me | colcrt - > $(PROGRAM).doc ;\
fi
$(PROGRAM).cat: rogue.6
if test "x$(GROFF)" != "x" -a "x$(SED)" != "x" ; then \
$(GROFF) -Tascii -man rogue.6 | $(SED) -e 's/.\x08//g' > $(PROGRAM).cat ;\
elif test "x$(NROFF)" != "x" -a "x$(TBL)" != "x" -a "x$(COLCRT)" != "x" ; then \
$(NROFF) -man rogue.6 | $(COLCRT) - > $(PROGRAM).cat ;\
fi
dist: clean $(PROGRAM)
tar cf $(DISTFILE).tar $(PROGRAM) LICENSE.TXT $(DOCS)
gzip -f $(DISTFILE).tar
install: $(PROGRAM)
-$(TOUCH) test
-if test ! -f $(DESTDIR)$(SCOREFILE) ; then $(INSTALL) -m 0664 test $(DESTDIR)$(SCOREFILE) ; fi
-$(INSTALL) -m 0755 $(PROGRAM) $(DESTDIR)$(bindir)/$(PROGRAM)
-if test "x$(GROUPOWNER)" != "x" ; then \
$(CHGRP) $(GROUPOWNER) $(DESTDIR)$(SCOREFILE) ; \
$(CHGRP) $(GROUPOWNER) $(DESTDIR)$(bindir)/$(PROGRAM) ; \
$(CHMOD) 02755 $(DESTDIR)$(bindir)/$(PROGRAM) ; \
$(CHMOD) 0464 $(DESTDIR)$(SCOREFILE) ; \
fi
-if test -d $(man6dir) ; then $(INSTALL) -m 0644 rogue.6 $(DESTDIR)$(man6dir)/$(PROGRAM).6 ; fi
-if test ! -d $(man6dir) ; then $(INSTALL) -m 0644 rogue.6 $(DESTDIR)$(mandir)/$(PROGRAM).6 ; fi
-$(INSTALL) -m 0644 rogue.doc $(DESTDIR)$(docdir)/$(PROGRAM).doc
-$(INSTALL) -m 0644 rogue.html $(DESTDIR)$(docdir)/$(PROGRAM).html
-$(INSTALL) -m 0644 rogue.cat $(DESTDIR)$(docdir)/$(PROGRAM).cat
-$(INSTALL) -m 0644 LICENSE.TXT $(DESTDIR)$(docdir)/LICENSE.TXT
-$(INSTALL) -m 0644 rogue.me $(DESTDIR)$(docdir)/$(PROGRAM).me
-if test ! -f $(DESTDIR)$(LOCKFILE) ; then $(INSTALL) -m 0666 test $(DESTDIR)$(LOCKFILE) ; $(RM) $(DESTDIR)$(LOCKFILE) ; fi
-$(RM) test
uninstall:
-$(RM) $(DESTDIR)$(bindir)/$(PROGRAM)
-$(RM) $(DESTDIR)$(man6dir)/$(PROGRAM).6
-$(RM) $(DESTDIR)$(docdir)$(PROGRAM)/$(PROGRAM).doc
-$(RM) $(DESTDIR)$(LOCKFILE)
-$(RMDIR) $(DESTDIR)$(docdir)$(PROGRAM)
reinstall: uninstall install

View File

@@ -1,158 +0,0 @@
#
# Makefile for rogue
# @(#)Makefile 4.21 (Berkeley) 02/04/99
#
# Rogue: Exploring the Dungeons of Doom
# Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
# All rights reserved.
#
# See the file LICENSE.TXT for full copyright and licensing information.
#
DISTNAME = rogue5.4.4
PROGRAM = rogue54
O = o
HDRS = rogue.h extern.h score.h
OBJS1 = vers.$(O) extern.$(O) armor.$(O) chase.$(O) command.$(O) \
daemon.$(O) daemons.$(O) fight.$(O) init.$(O) io.$(O) list.$(O) \
mach_dep.$(O) main.$(O) mdport.$(O) misc.$(O) monsters.$(O) \
move.$(O) new_level.$(O)
OBJS2 = options.$(O) pack.$(O) passages.$(O) potions.$(O) rings.$(O) \
rip.$(O) rooms.$(O) save.$(O) scrolls.$(O) state.$(O) sticks.$(O) \
things.$(O) weapons.$(O) wizard.$(O) xcrypt.$(O)
OBJS = $(OBJS1) $(OBJS2)
CFILES = vers.c extern.c armor.c chase.c command.c daemon.c \
daemons.c fight.c init.c io.c list.c mach_dep.c \
main.c mdport.c misc.c monsters.c move.c new_level.c \
options.c pack.c passages.c potions.c rings.c rip.c \
rooms.c save.c scrolls.c state.c sticks.c things.c \
weapons.c wizard.c xcrypt.c
MISC_C = findpw.c scedit.c scmisc.c
DOCSRC = rogue.me.in rogue.6.in rogue.doc.in rogue.html.in rogue.cat.in
DOCS = $(PROGRAM).doc $(PROGRAM).html $(PROGRAM).cat $(PROGRAM).me \
$(PROGRAM).6
AFILES = configure Makefile.in configure.ac config.h.in config.sub config.guess \
install-sh rogue.6.in rogue.me.in rogue.html.in rogue.doc.in rogue.cat.in
MISC = Makefile.std LICENSE.TXT rogue54.sln rogue54.vcproj rogue.spec \
rogue.png rogue.desktop
CC = gcc
FEATURES = -DALLSCORES -DSCOREFILE=\"$(SCOREFILE)\" -DLOCKFILE=\"$(LOCKFILE)\"
CPPFLAGS =
CFLAGS = -O3
LDFLAGS =
LIBS = -lcurses
RM = rm -f
MAKEFILE = -f Makefile.std
SCOREFILE= $(PROGRAM).scr
LOCKFILE = $(PROGRAM).lck
OUTFLAG = -o
EXE =
.SUFFIXES: .obj
.c.obj:
$(CC) $(CFLAGS) $(CPPFLAGS) $(FEATURES) /c $*.c
.c.o:
$(CC) $(CFLAGS) $(CPPFLAGS) $(FEATURES) -c $*.c
$(PROGRAM): $(HDRS) $(OBJS) fixdocs
$(CC) $(LDFLAGS) $(OBJS) $(LIBS) $(OUTFLAG)$@$(EXE)
clean:
$(RM) $(OBJS1)
$(RM) $(OBJS2)
$(RM) core a.exe a.out a.exe.stackdump $(PROGRAM) $(PROGRAM).exe $(PROGRAM).lck
$(RM) $(PROGRAM).tar $(PROGRAM).tar.gz $(PROGRAM).zip
$(RM) $(DISTNAME)/*
dist.src:
$(MAKE) $(MAKEFILE) clean
mkdir $(DISTNAME)
cp $(CFILES) $(HDRS) $(MISC) $(AFILES) $(DISTNAME)
tar cf $(DISTNAME)-src.tar $(DISTNAME)
gzip -f $(DISTNAME)-src.tar
rm -fr $(DISTNAME)
findpw: findpw.c xcrypt.o mdport.o xcrypt.o
$(CC) -s -o findpw findpw.c xcrypt.o mdport.o -lcurses
scedit: scedit.o scmisc.o vers.o mdport.o xcrypt.o
$(CC) -s -o scedit vers.o scedit.o scmisc.o mdport.o xcrypt.o -lcurses
scmisc.o scedit.o:
$(CC) -O -c $(SF) $*.c
doc.nroff:
tbl rogue.me | nroff -me | colcrt - > rogue.doc
nroff -man rogue.6 | colcrt - > rogue.cat
doc.groff:
groff -P-c -t -me -Tascii rogue.me | sed -e 's/.\x08//g' > rogue.doc
groff -man rogue.6 | sed -e 's/.\x08//g' > rogue.cat
fixdocs:
sed -e 's/@PROGRAM@/$(PROGRAM)/' -e 's/@SCOREFILE@/$(SCOREFILE)/' rogue.6.in > $(PROGRAM).6
sed -e 's/@PROGRAM@/$(PROGRAM)/' -e 's/@SCOREFILE@/$(SCOREFILE)/' rogue.me.in > $(PROGRAM).me
sed -e 's/@PROGRAM@/$(PROGRAM)/' -e 's/@SCOREFILE@/$(SCOREFILE)/' rogue.html.in > $(PROGRAM).html
sed -e 's/@PROGRAM@/$(PROGRAM)/' -e 's/@SCOREFILE@/$(SCOREFILE)/' rogue.doc.in > $(PROGRAM).doc
sed -e 's/@PROGRAM@/$(PROGRAM)/' -e 's/@SCOREFILE@/$(SCOREFILE)/' rogue.cat.in > $(PROGRAM).cat
dist.irix:
$(MAKE) $(MAKEFILE) clean
$(MAKE) $(MAKEFILE) CC=cc $(PROGRAM)
tar cf $(DISTNAME)-irix.tar $(PROGRAM) LICENSE.TXT $(DOCS)
gzip -f $(DISTNAME)-irix.tar
dist.aix:
$(MAKE) $(MAKEFILE) clean
$(MAKE) $(MAKEFILE) CC=xlc CFLAGS="-qmaxmem=16768 -O3 -qstrict" $(PROGRAM)
tar cf $(DISTNAME)-aix.tar $(PROGRAM) LICENSE.TXT $(DOCS)
gzip -f $(DISTNAME)-aix.tar
dist.linux:
$(MAKE) $(MAKEFILE) clean
$(MAKE) $(MAKEFILE) $(PROGRAM)
tar cf $(DISTNAME)-linux.tar $(PROGRAM) LICENSE.TXT $(DOCS)
gzip -f $(DISTNAME)-linux.tar
dist.interix:
@$(MAKE) $(MAKEFILE) clean
@$(MAKE) $(MAKEFILE) CFLAGS="-ansi" $(PROGRAM)
tar cf $(DISTNAME)-interix.tar $(PROGRAM) LICENSE.TXT $(DOCS)
gzip -f $(DISTNAME)-interix.tar
dist.cygwin:
@$(MAKE) $(MAKEFILE) --no-print-directory clean
@$(MAKE) $(MAKEFILE) CPPFLAGS="-I/usr/include/ncurses" --no-print-directory $(PROGRAM)
tar cf $(DISTNAME)-cygwin.tar $(PROGRAM).exe LICENSE.TXT $(DOCS)
gzip -f $(DISTNAME)-cygwin.tar
#
# Use MINGW32-MAKE to build this target
#
dist.mingw32:
@$(MAKE) $(MAKEFILE) --no-print-directory RM="cmd /c del" clean
@$(MAKE) $(MAKEFILE) --no-print-directory CPPFLAGS="-I../pdcurses" LIBS="../pdcurses/pdcurses.a" $(PROGRAM)
cmd /c del $(DISTNAME)-mingw32.zip
zip $(DISTNAME)-mingw32.zip $(PROGRAM).exe LICENSE.TXT $(DOCS)
dist.djgpp:
@$(MAKE) $(MAKEFILE) --no-print-directory clean
@$(MAKE) $(MAKEFILE) --no-print-directory LDFLAGS="-L$(DJDIR)/LIB" \
LIBS="-lpdcurses" $(PROGRAM)
rm -f $(DISTNAME)-djgpp.zip
zip $(DISTNAME)-djgpp.zip $(PROGRAM) LICENSE.TXT $(DOCS)
#
# Use NMAKE to build this targer
#
dist.win32:
@$(MAKE) $(MAKEFILE) /NOLOGO O="obj" RM="-del" clean
@$(MAKE) $(MAKEFILE) /NOLOGO O="obj" CC="CL" \
LIBS="..\pdcurses\pdcurses.lib shell32.lib user32.lib Advapi32.lib" \
EXE=".exe" OUTFLAG="/Fe" CPPFLAGS="-I..\pdcurses" \
CFLAGS="-nologo -Ox -wd4033 -wd4716" $(PROGRAM)
-del $(DISTNAME)-win32.zip
zip $(DISTNAME)-win32.zip $(PROGRAM).exe LICENSE.TXT $(DOCS)

718
README.md
View File

@@ -1,707 +1,85 @@
# Rogue: Exploring the Dungeons of Doom
# Rogue: Exploring the Dungeons of Doom (Go port)
[![License](https://img.shields.io/badge/license-BSD-blue.svg)](LICENSE.TXT)
**Rogue** is the original graphical dungeon-crawling adventure game that spawned an entire genre. This is version 5.4.4, a classic roguelike where you explore procedurally generated dungeons, fight monsters, collect treasure, and attempt to retrieve the Amulet of Yendor.
**Rogue** is the original dungeon-crawling adventure game that spawned an
entire genre. This branch is a faithful Go port of Rogue 5.4.4: explore
procedurally generated dungeons, fight monsters, collect treasure, and
attempt to retrieve the Amulet of Yendor.
**Original Authors:** Michael Toy, Ken Arnold, and Glenn Wichman (1980-1983, 1985, 1999)
**Original authors:** Michael Toy, Ken Arnold, and Glenn Wichman
(19801983, 1985, 1999).
---
The port is function-by-function faithful to the classic C sources — same
dungeon generation (seed-compatible RNG), same combat math, same item
tables, same messages. The C reference implementation lives on the
`master` and `modern-rogue` branches; [ARCHITECTURE.md](ARCHITECTURE.md)
documents both the original program structure and the design of this port.
## Table of Contents
## Building and running
- [Quick Start](#quick-start)
- [Prerequisites](#prerequisites)
- [Building from Source](#building-from-source)
- [Running the Game](#running-the-game)
- [Project Structure](#project-structure)
- [Development Guide](#development-guide)
- [Contributing](#contributing)
- [Troubleshooting](#troubleshooting)
- [Resources](#resources)
---
## Quick Start
**Before you begin**: Make sure you have installed all [required prerequisites](#prerequisites) (C compiler, make, and ncurses development library).
Requires Go 1.25 or later and a terminal at least 80x24.
```bash
# Configure and build
./configure
make
# Run the game
go build ./cmd/rogue
./rogue
```
**Note**: The executable name defaults to `rogue`, but may be different if configured with `--with-program-name`. Check the output of `make` to see the actual executable name.
**Note**: If you encounter compilation errors, especially related to ncurses compatibility, see [BUILD_ISSUES.md](BUILD_ISSUES.md) for known issues and workarounds.
**Troubleshooting**: If `./configure` fails with "curses library not found", you need to install the ncurses development package (see [Prerequisites](#prerequisites)).
---
## Prerequisites
### Required
Before building, you need:
1. **C Compiler**: GCC or Clang (C89/C90 compatible)
- **Linux**: Usually pre-installed, or `sudo apt-get install build-essential` (Debian/Ubuntu)
- **Linux**: `sudo yum groupinstall "Development Tools"` (RHEL/CentOS/Fedora)
- **macOS**: Included with Xcode Command Line Tools (`xcode-select --install`)
- **FreeBSD**: `pkg install gcc` or `pkg install clang`
2. **make**: Build automation tool
- **Linux**: Usually pre-installed, or `sudo apt-get install build-essential` (Debian/Ubuntu)
- **Linux**: `sudo yum groupinstall "Development Tools"` (RHEL/CentOS/Fedora)
- **macOS**: Included with Xcode Command Line Tools (`xcode-select --install`)
- **FreeBSD**: `pkg install gmake` (or use `gmake` instead of `make`)
3. **ncurses development library**: For terminal-based graphics (includes headers and library)
- **Linux (Debian/Ubuntu)**: `sudo apt-get install libncurses-dev` or `libncurses5-dev` (for older systems)
- **Linux (RHEL/CentOS)**: `sudo yum install ncurses-devel`
- **Linux (Fedora)**: `sudo dnf install ncurses-devel`
- **macOS**: `brew install ncurses` (Homebrew)
- **FreeBSD**: `pkg install ncurses`
**Important**: You need the **development** package (with `-dev` or `-devel` in the name), not just the runtime library. The development package includes the header files (`curses.h`) required for compilation.
### Optional (for building from source)
- **Autotools**: autoconf, automake, m4 (needed if `configure` script doesn't exist)
- **Linux**: `sudo apt-get install autoconf automake m4` (Debian/Ubuntu)
- **Linux**: `sudo yum install autoconf automake m4` (RHEL/CentOS/Fedora)
- **macOS**: Usually pre-installed with Xcode Command Line Tools, or `brew install autoconf automake`
- **FreeBSD**: `pkg install autoconf automake m4`
- **Note**: If the `configure` script already exists in the repository, you don't need these tools
### Optional (for building documentation)
- **Documentation tools**: groff/nroff, tbl, colcrt, sed (for generating man pages and docs)
- **Linux**: Usually pre-installed, or `sudo apt-get install groff` (Debian/Ubuntu)
- **macOS**: Usually pre-installed
- **Note**: Documentation can be built later with `make` if these tools are available
- **Note**: Generated documentation (man pages, HTML, etc.) is adapted to match the actual codebase outcomes and build configuration (e.g., executable name, scoreboard file location)
### Platform Support
This codebase supports multiple platforms:
- **Unix-like systems** (Linux, macOS, FreeBSD, etc.)
- **Windows** (via Visual Studio project files or MinGW/MSYS2)
- **DOS** (DJGPP)
- **Cygwin**
---
## Building from Source
### Standard Build (Recommended)
The project uses Autotools for configuration. The build process depends on whether the `configure` script already exists:
**If `configure` script exists** (most common case):
```bash
# Configure the build system
./configure
# Compile
make
# Optional: Install system-wide (requires root)
sudo make install
```
**If `configure` script does NOT exist** (e.g., fresh git clone without generated files):
```bash
# Generate configure script (requires autoconf, automake, m4)
autoreconf -fiv
# Configure the build system
./configure
# Compile
make
# Optional: Install system-wide (requires root)
sudo make install
```
**Note**: Most source distributions include the `configure` script, so you typically only need `autoreconf` if you're building directly from a git repository that doesn't include generated files.
**Note**: The executable name and other build outputs are determined by the `configure` script based on the codebase configuration. If you're using `Makefile.std` directly (manual build), the default executable name is `rogue54`, whereas `configure` defaults to `rogue`. Always check the actual output of your build process to confirm the executable name.
### Configure Options
The `configure` script supports several options:
```bash
# Enable wizard mode (debug/cheat mode)
./configure --enable-wizardmode
# Set custom scoreboard file location
./configure --enable-scorefile=/path/to/scoreboard.scr
# Disable scoreboard
./configure --enable-scorefile=no
# Set custom program name
./configure --with-program-name=myrogue
# Install as setgid (for shared scoreboard)
./configure --enable-setgid=games
# See all options
./configure --help
```
### Manual Build (Without Autotools)
If you prefer to build manually or the configure script fails:
**Option 1: Using Makefile.std**
```bash
# Build using the standard Makefile
make -f Makefile.std
# Note: This creates 'rogue54' by default (see Makefile.std to change)
```
**Option 2: Direct compilation**
```bash
# Compile directly (may need additional defines)
gcc -O2 -o rogue *.c -lcurses
# Or with more defines (see Makefile.std for full list):
gcc -O2 -DALLSCORES -DSCOREFILE=\"rogue.scr\" -DLOCKFILE=\"rogue.lck\" -o rogue *.c -lcurses
```
**Note**:
- Manual builds may require additional defines. See `Makefile.std` for reference.
- The executable name may differ (`rogue` vs `rogue54` depending on build method).
- You may need to adjust include paths if ncurses is in a non-standard location.
### Windows Build
#### Using Visual Studio
1. **Install PDCurses**:
- Download PDCurses from https://pdcurses.org/
- Extract to a directory (e.g., `C:\pdcurses`)
- Build PDCurses library following its instructions
2. **Configure Visual Studio project**:
- Open `rogue54.sln` in Visual Studio
- Update include/library paths in project settings to point to your PDCurses installation
- Ensure PDCurses library is linked (check project properties → Linker → Input)
3. **Build the solution**: Build → Build Solution (or press F7)
**Alternative**: If PDCurses is in a peer directory (`../pdcurses/`), the project may work without modification.
#### Using MinGW/MSYS2
```bash
# Install ncurses via MSYS2
pacman -S mingw-w64-x86_64-ncurses
# Configure and build
./configure
make
```
**Note**: For MinGW/MSYS2, you may need to use `mingw32-make` instead of `make` depending on your installation.
---
## Running the Game
### Basic Usage
```bash
# Start a new game
./rogue
# Restore from a saved game
# Restore a saved game
./rogue ~/rogue.save
# View high scores
./rogue -s
# Test death screen (demo mode)
# Test the death screen (demo mode)
./rogue -d
```
### In-Game Commands
## In-game commands
- **`?`** - Show help/command list
- **`/`** - Identify objects on screen
- **Arrow keys** or **h/j/k/l** - Move
- **`.`** - Wait/rest
- **`i`** - Show inventory
- **`e`** - Eat food
- **`q`** - Quaff potion
- **`r`** - Read scroll
- **`w`** - Wield weapon
- **`W`** - Wear armor
- **`t`** - Throw object
- **`z`** - Zap wand/staff
- **`Q`** - Quit game
Press `?` in game for the full list.
### Environment Variables
- **arrows** or **h/j/k/l/y/u/b/n** — move (shift to run, ctrl to run
until adjacent)
- **`.`** rest, **`s`** search for hidden doors and traps
- **`i`** inventory, **`,`** pick up, **`d`** drop
- **`q`** quaff potion, **`r`** read scroll, **`e`** eat food
- **`w`** wield weapon, **`W`** wear armor, **`P`**/**`R`** put on /
remove ring
- **`t`** throw, **`z`** zap a wand, **`f`**/**`F`** fight
- **`>`**/**`<`** take the stairs
- **`S`** save, **`Q`** quit
## Environment
```bash
# Set game options via environment
export ROGUEOPTS="name=YourName,terse,jump"
# Game options, as in the original
export ROGUEOPTS="name=YourName,terse,jump,fruit=mango"
# Wizard mode: set dungeon seed
export SEED=12345
./rogue "" # Empty string as first arg enables wizard mode
# Wizard (debug) mode, with a reproducible dungeon
ROGUE_WIZARD=1 SEED=12345 ./rogue
```
---
The scoreboard is kept in `~/.rogue.scores`. Save files are Go gob
snapshots and, as in the original, are deleted when restored.
## Project Structure
### Core Files
## Code layout
```
rogue.h # Main header with data structures and defines
extern.h # External declarations and platform defines
main.c # Entry point, initialization, main game loop
command.c # Command processing and input handling
game/ the game engine: one Go file per original C file,
function-by-function (see ARCHITECTURE.md for the mapping)
term/ tcell-backed terminal, replacing curses
cmd/rogue/ the executable
```
### Game Systems
**Note**: All source files are in the root directory. The structure below is logical grouping, not actual directory structure.
**Combat System**:
```
fight.c # Combat mechanics
weapons.c # Weapon types and properties
armor.c # Armor types and properties
```
**Monster System**:
```
monsters.c # Monster definitions and stats
chase.c # Monster AI and pathfinding
```
**Item System**:
```
potions.c # Potion types and effects
scrolls.c # Scroll types and effects
rings.c # Ring types and effects
sticks.c # Wand/staff types and effects
things.c # General item handling
```
**Dungeon Generation**:
```
rooms.c # Room generation
passages.c # Corridor generation
new_level.c # Level creation and initialization
```
**User Interface**:
```
io.c # Input/output handling
list.c # Inventory and object lists
rip.c # Death screen
```
### Supporting Systems
```
daemon.c # Background processes (monster movement, hunger, etc.)
daemons.c # Daemon management
move.c # Player and monster movement
pack.c # Inventory management
save.c # Save/load game state
state.c # Game state management
init.c # Initialization routines
extern.c # Global variable definitions
```
### Platform Abstraction
```
mach_dep.c # Machine-dependent code detection
mdport.c # Platform abstraction layer
```
### Build System
```
configure.ac # Autoconf configuration
Makefile.in # Makefile template
config.h.in # Config header template
```
---
## Development Guide
### Code Style
This codebase follows classic C (pre-C99) conventions:
- Uses `register` keyword for frequently accessed variables
- Custom macros for control flow (`when`, `otherwise`, `on()`, etc.)
- Linked lists for dynamic data structures
- Bit flags for object/monster states
- Function declarations in headers, definitions in `.c` files
### Key Data Structures
#### `THING` (union)
Represents both monsters and objects:
```c
union thing {
struct { // Monster/player
coord t_pos;
struct stats t_stats;
short t_flags;
// ...
} _t;
struct { // Object
int o_type;
int o_which;
int o_hplus, o_dplus;
// ...
} _o;
};
```
#### `PLACE`
Represents a map cell:
```c
typedef struct {
char p_ch; // Character to display
char p_flags; // Flags (seen, passage, etc.)
THING *p_monst; // Monster at this location
} PLACE;
```
### Game Loop Flow
```
main()
├─> Initialize (curses, player, objects)
├─> new_level() # Generate first level
├─> Start daemons # Background processes
└─> playit()
└─> while(playing)
└─> command()
├─> do_daemons(BEFORE)
├─> Read input
├─> Execute command
├─> do_daemons(AFTER)
└─> Monster movement
```
### Daemons and Fuses
**Daemons** are background processes that run every turn:
- `runners()` - Monster movement
- `doctor()` - Health regeneration
- `stomach()` - Hunger system
- `swander()` - Wandering monsters
**Fuses** are one-time delayed actions:
- Used for temporary effects (haste, confusion, etc.)
### Adding New Features
1. **New Monster Type**:
- Add entry to `monsters[]` array in `monsters.c`
- Update monster generation logic in `new_level.c`
2. **New Item Type**:
- Add type constant to `rogue.h`
- Add info structure (e.g., `pot_info[]` for potions)
- Implement effect in corresponding file (e.g., `potions.c`)
3. **New Command**:
- Add case in `command()` function in `command.c`
- Implement handler function
### Debugging
#### Enable Wizard Mode
```bash
./configure --enable-wizardmode
make
./rogue "" # Empty string enables wizard password prompt
```
Wizard mode provides:
- See all monsters (`SEEMONST` flag)
- Set dungeon seed via `SEED` environment variable
- Debug commands (see `wizard.c`)
#### Compile with Debug Symbols
```bash
./configure CFLAGS="-g -O0"
make
gdb ./rogue
```
### Testing
```bash
# Test death screen
./rogue -d
# Test scoreboard
./rogue -s
# Test save/restore
./rogue
# Play a bit, save (S command), quit
./rogue ~/rogue.save # Should restore
```
---
## Contributing
We welcome contributions! Here's how to get started:
### Getting Started
1. **Fork the repository** (if using git)
2. **Create a branch** for your changes
3. **Make your changes** following the code style
4. **Test thoroughly** - play the game, test edge cases
5. **Submit a pull request** or patch
### Contribution Guidelines
- **Code Style**: Follow existing conventions (see [Development Guide](#development-guide))
- **Testing**: Test on multiple platforms if possible
- **Documentation**: Update relevant comments/docs
- **Commits**: Write clear commit messages
- **Scope**: Keep changes focused and atomic
### Areas Needing Help
- **Bug fixes**: Check for known issues or test edge cases
- **Platform support**: Improve Windows/DOS/Cygwin compatibility
- **Code cleanup**: Modernize while maintaining compatibility
- **Documentation**: Improve code comments and user docs
- **Performance**: Optimize hot paths
- **Accessibility**: Improve terminal compatibility
### Reporting Bugs
When reporting bugs, please include:
- Platform and OS version
- Compiler and version
- Steps to reproduce
- Expected vs. actual behavior
- Any error messages
---
## Troubleshooting
**Note**: For detailed information about known build issues, especially on modern systems, see [BUILD_ISSUES.md](BUILD_ISSUES.md).
### Build Issues
**Problem**: `configure: error: curses library not found` or similar ncurses-related errors
**Solution**: Install the ncurses **development** package (includes headers):
```bash
# Debian/Ubuntu
sudo apt-get install libncurses-dev
# Or for older systems:
sudo apt-get install libncurses5-dev
# RHEL/CentOS
sudo yum install ncurses-devel
# Fedora
sudo dnf install ncurses-devel
# macOS
brew install ncurses
# FreeBSD
pkg install ncurses
```
**Important**: You need the development package (with `-dev` or `-devel` in the name), not just the runtime library. The development package includes the header files (`curses.h`) required for compilation.
**Problem**: `autoreconf: command not found` or `autoconf: command not found`
**Solution**: Install autotools (only needed if `configure` script doesn't exist):
```bash
# Debian/Ubuntu
sudo apt-get install autoconf automake m4
# RHEL/CentOS/Fedora
sudo yum install autoconf automake m4
# macOS (usually pre-installed with Xcode)
xcode-select --install
# Or via Homebrew:
brew install autoconf automake
# FreeBSD
pkg install autoconf automake m4
```
**Note**: If the `configure` script already exists, you don't need these tools. Only run `autoreconf` if you're building from a git repository without generated files.
**Problem**: Compilation errors about undefined functions
**Solution**: Ensure `configure` was run successfully and `config.h` exists:
```bash
./configure
make clean
make
```
**Problem**: Compilation errors about incomplete type 'WINDOW' or `curscr->_cury` / `curscr->_curx`
**Solution**: This is a known compatibility issue with modern ncurses. The codebase attempts to access internal ncurses structure members that are not available in modern ncurses libraries. See [BUILD_ISSUES.md](BUILD_ISSUES.md) for detailed information about this issue and potential fixes.
**Problem**: `make: command not found`
**Solution**: Install make:
```bash
# Debian/Ubuntu
sudo apt-get install build-essential
# RHEL/CentOS/Fedora
sudo yum groupinstall "Development Tools"
# macOS
xcode-select --install
# FreeBSD (use gmake)
pkg install gmake
# Then use: gmake instead of make
```
**Problem**: `configure: error: cannot find install-sh or install.sh`
**Solution**: The `install-sh` script should be in the repository. If missing, you may need to regenerate it:
```bash
autoreconf -fiv
```
**Problem**: Documentation build fails (missing groff/nroff/tbl)
**Solution**: Documentation tools are optional. The game will build without them, but man pages won't be generated:
```bash
# Install documentation tools (optional)
# Debian/Ubuntu
sudo apt-get install groff
# RHEL/CentOS/Fedora
sudo yum install groff
# Or skip documentation generation - the game will still build
```
### Runtime Issues
**Problem**: Screen is too small
**Solution**: Rogue requires at least 24x80 terminal. Resize your terminal or use a larger font.
**Problem**: Terminal doesn't support colors/features
**Solution**: The game will auto-detect terminal capabilities. For best experience, use a modern terminal emulator (xterm, gnome-terminal, iTerm2, etc.).
**Problem**: Save file corruption
**Solution**: Save files are encrypted. Don't edit them manually. If corrupted, delete `~/rogue.save` and start fresh.
**Problem**: Scoreboard permission errors
**Solution**: If using setgid installation:
```bash
sudo chgrp games rogue.scr
sudo chmod 664 rogue.scr
```
### Platform-Specific
**Windows (MinGW)**: Ensure PDCurses is properly linked. Check `LIBS` in Makefile.
**macOS**: If using Homebrew ncurses and `configure` cannot find it automatically, you may need to specify include/library paths:
```bash
# For Intel Macs (Homebrew in /usr/local)
./configure CPPFLAGS="-I/usr/local/include" LDFLAGS="-L/usr/local/lib"
# For Apple Silicon Macs (Homebrew in /opt/homebrew)
./configure CPPFLAGS="-I/opt/homebrew/include" LDFLAGS="-L/opt/homebrew/lib"
# Or automatically detect Homebrew ncurses location
./configure CPPFLAGS="-I$(brew --prefix ncurses)/include" LDFLAGS="-L$(brew --prefix ncurses)/lib"
# Or let pkg-config find it (if available)
./configure PKG_CONFIG_PATH="/opt/homebrew/lib/pkgconfig"
```
**Note**: If you just installed ncurses via Homebrew, the `configure` script should usually find it automatically. Only use these options if `configure` reports that it cannot find the curses library.
**Cygwin**: Ensure you're using the Cygwin version of ncurses, not a Windows port.
---
## Resources
### Documentation
- **In-game help**: Press `?` during gameplay
- **Man page**: `man rogue` (after installation)
- **Game guide**: See `rogue.doc` (generated from `rogue.me.in`)
### External Resources
- **Original Rogue**: The game that started it all
- **Roguelike genre**: This game inspired NetHack, Angband, and many others
- **Roguelike development**: Great learning resource for game programming
### Related Projects
- **NetHack**: Spiritual successor with more features
- **Brogue**: Modern roguelike with beautiful ASCII graphics
- **DCSS**: Dungeon Crawl Stone Soup, another modern roguelike
---
The engine package is fully headless-testable: `go test ./game/` runs
scripted game sessions, dungeon-generation golden checks, and an RNG
compatibility test against the original C generator.
## License
This project is licensed under a BSD-style license. See [LICENSE.TXT](LICENSE.TXT) for details.
**Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman**
Portions based on work by:
- Nicholas J. Kisseberth (state.c, mdport.c)
- David Burren (xcrypt.c)
---
## Acknowledgments
This is the classic Rogue game that defined the roguelike genre. Thanks to the original authors for creating this timeless game, and to all contributors who have helped maintain and improve it over the years.
**Happy dungeon crawling!**
---
*For questions, issues, or contributions, please refer to the project's issue tracker or contact the maintainers.*
BSD-style; see [LICENSE.TXT](LICENSE.TXT).
Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn
Wichman. All rights reserved.

120
TODO.md Normal file
View File

@@ -0,0 +1,120 @@
# Workflow
* branch (from `main`)
* do the work in Next Step
* move Next Step to the top of Completed Steps
* move the top item of Future Steps into Next Step
* commit (`TODO.md` changes in the same commit as the work)
* merge to `main` if the branch is not protected, otherwise open a PR
* push
# Status
pre-1.0
The port on main is complete and faithful (function-by-function from
Rogue 5.4.4 C; reference sources on c-master/modern-rogue). Current
phase: refactor from a transliterated port into idiomatic Go — one
feature branch per step below, descriptive naming, real types, house
style per ~/dev/prompts/prompts/CODE_STYLEGUIDE_GO.md.
Refactor ground rules:
- Behavior must not change unless a step says so. The full test suite
(scripted sessions, generation invariants, C-compatible RNG goldens)
gates every step; 80x24 seed-compatible gameplay stays intact.
- Renames keep the C lineage greppable: doc comments retain their
"(file.c func_name)" breadcrumbs, and the docs refresh step adds a
C-name → Go-name table to ARCHITECTURE.md.
# Next Step
Adopt the house Go linting standards: copy .golangci.yml from the
prompts repo and bring game/, term/, and cmd/ lint-clean (the port is
greenfield code, so no exemptions apply).
# Completed Steps
- 2026-07-06 Module base path updated to git.eeqj.de/sneak/rgoue
(go.mod, term/ and cmd/ imports, ARCHITECTURE.md, version string).
- 2026-07-06 Refactor step 3 (refactor/object-fields): Object.Arm split
into ArmorClass/Charges/GoldValue/Bonus (rings); Stats.Arm →
ArmorClass; damage strings parsed once into DiceSpec at table
definition (ParseDice keeps C roll_em parse semantics, incl. "%%%x0"
and "000x0" edge cases, regression-tested); save format 5.4.4-go3.
- 2026-07-06 Refactor step 2 (refactor/typed-kinds, b940cfc):
ObjectKind separates item category from map glyph (Object.Type byte
→ Kind ObjectKind with Glyph()); PotionKind/ScrollKind/RingKind/
WandKind/WeaponKind/ArmorKind/TrapKind typed iota enums with
Stringer; typed accessors on Object; getItem/inventory/whatis
filters take ObjectKind (KindCallable/KindRingOrStick replace
CALLABLE/R_OR_S); save format bumped to 5.4.4-go2. Suite green.
- 2026-07-06 Refactor step 1 (refactor/descriptive-constants): renamed
all flag bits, trap types, item subtype constants, and Max* counts to
descriptive names (IsHuh→Confused, SeeMonst→SenseMonsters,
WsHasteM→WandHasteMonster, MaxSticks→NumWandTypes, ...);
Level.NTraps→TrapCount; C names kept as comment breadcrumbs. Pure
rename, suite green.
- 2026-07-06 Made the rgoue branch Go-only: removed C sources and the
autoconf/VS build system (they remain on master and modern-rogue),
ported the last wizard command (item-probability listing), rewrote
README.md for the Go port (c0b533e)
- 2026-07-06 Ported the command loop, save/restore, the tcell terminal
layer, and the playable binary at cmd/rogue (41fc104)
- 2026-07-06 Ported item effects: potions, scrolls, options, call_it
(cdf9bf7)
- 2026-07-06 Ported combat, the chase driver, traps, zapping, death and
scores (3c5add8)
- 2026-07-06 Ported dungeon generation, base items, the pack, and
monster creation (a69ef7d)
- 2026-07-06 Ported the foundation: types, seed-compatible RNG, item
tables, daemon scheduler (7fa2048)
- 2026-07-06 Wrote ARCHITECTURE.md Parts 1 and 2: complete map of the C
program and the Go port design (91eeee0, 45dba95)
- Fork base: Davidslv/rogue C 5.4.4 with modernization fixes (C23
prototypes, ncurses compat), preserved on master/modern-rogue
# Future Steps
1. Refactor step 4: method renames, movement/world subsystem
(doMove→moveHero, beTrapped→springTrap, rndmove→randomStep,
doRooms/doPassages/doMaze→digRooms/digPassages/digMaze,
chgStr→changeStrength, ...); remove the goto/label flows in doMove,
dispatch, and saveGame in favor of loops and helpers.
2. Refactor step 5: method renames, items/combat/UI subsystems
(invName→inventoryName, rollEm→rollAttacks, doPot→applyPotionFuse,
getItem→promptPackItem returning (obj, ok), getDir→promptDirection);
int status codes (attack returning -1) become named results. Two or
three commits, one subsystem each.
3. Refactor step 6: extract types from the god object — MessageLine
owns the msg/addmsg/endmsg machinery; pack/inventory operations move
onto *Player; monster/object list management and map queries
consolidate onto *Level; RogueGame keeps turn orchestration and
cross-system effects only.
4. Refactor step 7: effects dispatch — the giant quaff/readScroll/doZap
switches become per-kind handler tables of small named methods,
keeping effect order and RNG call sequence identical.
5. Refactor step 8: constructor and style pass per the house
styleguide — game.New(game.Params{...}) replacing NewGame(Config);
replace the gameEnd panic unwind with error-based turn results where
feasible; 77-column wrap sweep.
6. Docs refresh: update ARCHITECTURE.md Part 2 and README.md for the
post-refactor names; add the C name → Go name rename table.
7. 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.
8. Verify the seed-compatibility claim against the C reference on
c-master: same seed, same dungeon, same item tables, for several
seeds.
9. Broaden unit test coverage where playtesting finds thin spots
(rings, sticks, wizard commands).
10. Tag a release once a full game (Amulet retrieval and score entry)
completes without defects.
11. 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
add Makefile, Dockerfile, or REPO_POLICIES.md.

89
armor.c
View File

@@ -1,89 +0,0 @@
/*
* This file contains misc functions for dealing with armor
* @(#)armor.c 4.14 (Berkeley) 02/05/99
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <curses.h>
#include "rogue.h"
/*
* wear:
* The player wants to wear something, so let him/her put it on.
*/
void
wear()
{
register THING *obj;
register char *sp;
if ((obj = get_item("wear", ARMOR)) == NULL)
return;
if (cur_armor != NULL)
{
addmsg("you are already wearing some");
if (!terse)
addmsg(". You'll have to take it off first");
endmsg();
after = FALSE;
return;
}
if (obj->o_type != ARMOR)
{
msg("you can't wear that");
return;
}
waste_time();
obj->o_flags |= ISKNOW;
sp = inv_name(obj, TRUE);
cur_armor = obj;
if (!terse)
addmsg("you are now ");
msg("wearing %s", sp);
}
/*
* take_off:
* Get the armor off of the players back
*/
void
take_off()
{
register THING *obj;
if ((obj = cur_armor) == NULL)
{
after = FALSE;
if (terse)
msg("not wearing armor");
else
msg("you aren't wearing any armor");
return;
}
if (!dropcheck(cur_armor))
return;
cur_armor = NULL;
if (terse)
addmsg("was");
else
addmsg("you used to be");
msg(" wearing %c) %s", obj->o_packch, inv_name(obj, TRUE));
}
/*
* waste_time:
* Do nothing but let other things happen
*/
void
waste_time()
{
do_daemons(BEFORE);
do_fuses(BEFORE);
do_daemons(AFTER);
do_fuses(AFTER);
}

541
chase.c
View File

@@ -1,541 +0,0 @@
/*
* Code for one creature to chase another
*
* @(#)chase.c 4.57 (Berkeley) 02/05/99
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <stdlib.h>
#include <curses.h>
#include "rogue.h"
#define DRAGONSHOT 5 /* one chance in DRAGONSHOT that a dragon will flame */
static coord ch_ret; /* Where chasing takes you */
/*
* runners:
* Make all the running monsters move.
*/
void
runners()
{
register THING *tp;
THING *next;
bool wastarget;
static coord orig_pos;
for (tp = mlist; tp != NULL; tp = next)
{
/* remember this in case the monster's "next" is changed */
next = next(tp);
if (!on(*tp, ISHELD) && on(*tp, ISRUN))
{
orig_pos = tp->t_pos;
wastarget = on(*tp, ISTARGET);
if (move_monst(tp) == -1)
continue;
if (on(*tp, ISFLY) && dist_cp(&hero, &tp->t_pos) >= 3)
move_monst(tp);
if (wastarget && !ce(orig_pos, tp->t_pos))
{
tp->t_flags &= ~ISTARGET;
to_death = FALSE;
}
}
}
if (has_hit)
{
endmsg();
has_hit = FALSE;
}
}
/*
* move_monst:
* Execute a single turn of running for a monster
*/
int
move_monst(THING *tp)
{
if (!on(*tp, ISSLOW) || tp->t_turn)
if (do_chase(tp) == -1)
return(-1);
if (on(*tp, ISHASTE))
if (do_chase(tp) == -1)
return(-1);
tp->t_turn ^= TRUE;
return(0);
}
/*
* relocate:
* Make the monster's new location be the specified one, updating
* all the relevant state.
*/
void
relocate(THING *th, coord *new_loc)
{
struct room *oroom;
if (!ce(*new_loc, th->t_pos))
{
mvaddch(th->t_pos.y, th->t_pos.x, th->t_oldch);
th->t_room = roomin(new_loc);
set_oldch(th, new_loc);
oroom = th->t_room;
moat(th->t_pos.y, th->t_pos.x) = NULL;
if (oroom != th->t_room)
th->t_dest = find_dest(th);
th->t_pos = *new_loc;
moat(new_loc->y, new_loc->x) = th;
}
move(new_loc->y, new_loc->x);
if (see_monst(th))
addch(th->t_disguise);
else if (on(player, SEEMONST))
{
standout();
addch(th->t_type);
standend();
}
}
/*
* do_chase:
* Make one thing chase another.
*/
int
do_chase(THING *th)
{
register coord *cp;
register struct room *rer, *ree; /* room of chaser, room of chasee */
register int mindist = 32767, curdist;
register bool stoprun = FALSE; /* TRUE means we are there */
register bool door;
register THING *obj;
static coord this; /* Temporary destination for chaser */
rer = th->t_room; /* Find room of chaser */
if (on(*th, ISGREED) && rer->r_goldval == 0)
th->t_dest = &hero; /* If gold has been taken, run after hero */
if (th->t_dest == &hero) /* Find room of chasee */
ree = proom;
else
ree = roomin(th->t_dest);
/*
* We don't count doors as inside rooms for this routine
*/
door = (chat(th->t_pos.y, th->t_pos.x) == DOOR);
/*
* If the object of our desire is in a different room,
* and we are not in a corridor, run to the door nearest to
* our goal.
*/
over:
if (rer != ree)
{
for (cp = rer->r_exit; cp < &rer->r_exit[rer->r_nexits]; cp++)
{
curdist = dist_cp(th->t_dest, cp);
if (curdist < mindist)
{
this = *cp;
mindist = curdist;
}
}
if (door)
{
rer = &passages[flat(th->t_pos.y, th->t_pos.x) & F_PNUM];
door = FALSE;
goto over;
}
}
else
{
this = *th->t_dest;
/*
* For dragons check and see if (a) the hero is on a straight
* line from it, and (b) that it is within shooting distance,
* but outside of striking range.
*/
if (th->t_type == 'D' && (th->t_pos.y == hero.y || th->t_pos.x == hero.x
|| abs(th->t_pos.y - hero.y) == abs(th->t_pos.x - hero.x))
&& dist_cp(&th->t_pos, &hero) <= BOLT_LENGTH * BOLT_LENGTH
&& !on(*th, ISCANC) && rnd(DRAGONSHOT) == 0)
{
delta.y = sign(hero.y - th->t_pos.y);
delta.x = sign(hero.x - th->t_pos.x);
if (has_hit)
endmsg();
fire_bolt(&th->t_pos, &delta, "flame");
running = FALSE;
count = 0;
quiet = 0;
if (to_death && !on(*th, ISTARGET))
{
to_death = FALSE;
kamikaze = FALSE;
}
return(0);
}
}
/*
* This now contains what we want to run to this time
* so we run to it. If we hit it we either want to fight it
* or stop running
*/
if (!chase(th, &this))
{
if (ce(this, hero))
{
return( attack(th) );
}
else if (ce(this, *th->t_dest))
{
for (obj = lvl_obj; obj != NULL; obj = next(obj))
if (th->t_dest == &obj->o_pos)
{
detach(lvl_obj, obj);
attach(th->t_pack, obj);
chat(obj->o_pos.y, obj->o_pos.x) =
(th->t_room->r_flags & ISGONE) ? PASSAGE : FLOOR;
th->t_dest = find_dest(th);
break;
}
if (th->t_type != 'F')
stoprun = TRUE;
}
}
else
{
if (th->t_type == 'F')
return(0);
}
relocate(th, &ch_ret);
/*
* And stop running if need be
*/
if (stoprun && ce(th->t_pos, *(th->t_dest)))
th->t_flags &= ~ISRUN;
return(0);
}
/*
* set_oldch:
* Set the oldch character for the monster
*/
void
set_oldch(THING *tp, coord *cp)
{
char sch;
if (ce(tp->t_pos, *cp))
return;
sch = tp->t_oldch;
tp->t_oldch = CCHAR( mvinch(cp->y,cp->x) );
if (!on(player, ISBLIND))
{
if ((sch == FLOOR || tp->t_oldch == FLOOR) &&
(tp->t_room->r_flags & ISDARK))
tp->t_oldch = ' ';
else if (dist_cp(cp, &hero) <= LAMPDIST && see_floor)
tp->t_oldch = chat(cp->y, cp->x);
}
}
/*
* see_monst:
* Return TRUE if the hero can see the monster
*/
bool
see_monst(THING *mp)
{
int y, x;
if (on(player, ISBLIND))
return FALSE;
if (on(*mp, ISINVIS) && !on(player, CANSEE))
return FALSE;
y = mp->t_pos.y;
x = mp->t_pos.x;
if (dist(y, x, hero.y, hero.x) < LAMPDIST)
{
if (y != hero.y && x != hero.x &&
!step_ok(chat(y, hero.x)) && !step_ok(chat(hero.y, x)))
return FALSE;
return TRUE;
}
if (mp->t_room != proom)
return FALSE;
return ((bool)!(mp->t_room->r_flags & ISDARK));
}
/*
* runto:
* Set a monster running after the hero.
*/
void
runto(coord *runner)
{
register THING *tp;
/*
* If we couldn't find him, something is funny
*/
#ifdef MASTER
if ((tp = moat(runner->y, runner->x)) == NULL)
msg("couldn't find monster in runto at (%d,%d)", runner->y, runner->x);
#else
tp = moat(runner->y, runner->x);
#endif
/*
* Start the beastie running
*/
tp->t_flags |= ISRUN;
tp->t_flags &= ~ISHELD;
tp->t_dest = find_dest(tp);
}
/*
* chase:
* Find the spot for the chaser(er) to move closer to the
* chasee(ee). Returns TRUE if we want to keep on chasing later
* FALSE if we reach the goal.
*/
bool
chase(THING *tp, coord *ee)
{
register THING *obj;
register int x, y;
register int curdist, thisdist;
register coord *er = &tp->t_pos;
register char ch;
register int plcnt = 1;
static coord tryp;
/*
* If the thing is confused, let it move randomly. Invisible
* Stalkers are slightly confused all of the time, and bats are
* quite confused all the time
*/
if ((on(*tp, ISHUH) && rnd(5) != 0) || (tp->t_type == 'P' && rnd(5) == 0)
|| (tp->t_type == 'B' && rnd(2) == 0))
{
/*
* get a valid random move
*/
ch_ret = *rndmove(tp);
curdist = dist_cp(&ch_ret, ee);
/*
* Small chance that it will become un-confused
*/
if (rnd(20) == 0)
tp->t_flags &= ~ISHUH;
}
/*
* Otherwise, find the empty spot next to the chaser that is
* closest to the chasee.
*/
else
{
register int ey, ex;
/*
* This will eventually hold where we move to get closer
* If we can't find an empty spot, we stay where we are.
*/
curdist = dist_cp(er, ee);
ch_ret = *er;
ey = er->y + 1;
if (ey >= NUMLINES - 1)
ey = NUMLINES - 2;
ex = er->x + 1;
if (ex >= NUMCOLS)
ex = NUMCOLS - 1;
for (x = er->x - 1; x <= ex; x++)
{
if (x < 0)
continue;
tryp.x = x;
for (y = er->y - 1; y <= ey; y++)
{
tryp.y = y;
if (!diag_ok(er, &tryp))
continue;
ch = winat(y, x);
if (step_ok(ch))
{
/*
* If it is a scroll, it might be a scare monster scroll
* so we need to look it up to see what type it is.
*/
if (ch == SCROLL)
{
for (obj = lvl_obj; obj != NULL; obj = next(obj))
{
if (y == obj->o_pos.y && x == obj->o_pos.x)
break;
}
if (obj != NULL && obj->o_which == S_SCARE)
continue;
}
/*
* It can also be a Xeroc, which we shouldn't step on
*/
if ((obj = moat(y, x)) != NULL && obj->t_type == 'X')
continue;
/*
* If we didn't find any scrolls at this place or it
* wasn't a scare scroll, then this place counts
*/
thisdist = dist(y, x, ee->y, ee->x);
if (thisdist < curdist)
{
plcnt = 1;
ch_ret = tryp;
curdist = thisdist;
}
else if (thisdist == curdist && rnd(++plcnt) == 0)
{
ch_ret = tryp;
curdist = thisdist;
}
}
}
}
}
return (bool)(curdist != 0 && !ce(ch_ret, hero));
}
/*
* roomin:
* Find what room some coordinates are in. NULL means they aren't
* in any room.
*/
struct room *
roomin(coord *cp)
{
register struct room *rp;
register char *fp;
fp = &flat(cp->y, cp->x);
if (*fp & F_PASS)
return &passages[*fp & F_PNUM];
for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
if (cp->x <= rp->r_pos.x + rp->r_max.x && rp->r_pos.x <= cp->x
&& cp->y <= rp->r_pos.y + rp->r_max.y && rp->r_pos.y <= cp->y)
return rp;
msg("in some bizarre place (%d, %d)", unc(*cp));
#ifdef MASTER
abort();
return NULL;
#else
return NULL;
#endif
}
/*
* diag_ok:
* Check to see if the move is legal if it is diagonal
*/
bool
diag_ok(coord *sp, coord *ep)
{
if (ep->x < 0 || ep->x >= NUMCOLS || ep->y <= 0 || ep->y >= NUMLINES - 1)
return FALSE;
if (ep->x == sp->x || ep->y == sp->y)
return TRUE;
return (bool)(step_ok(chat(ep->y, sp->x)) && step_ok(chat(sp->y, ep->x)));
}
/*
* cansee:
* Returns true if the hero can see a certain coordinate.
*/
bool
cansee(int y, int x)
{
register struct room *rer;
static coord tp;
if (on(player, ISBLIND))
return FALSE;
if (dist(y, x, hero.y, hero.x) < LAMPDIST)
{
if (flat(y, x) & F_PASS)
if (y != hero.y && x != hero.x &&
!step_ok(chat(y, hero.x)) && !step_ok(chat(hero.y, x)))
return FALSE;
return TRUE;
}
/*
* We can only see if the hero in the same room as
* the coordinate and the room is lit or if it is close.
*/
tp.y = y;
tp.x = x;
return (bool)((rer = roomin(&tp)) == proom && !(rer->r_flags & ISDARK));
}
/*
* find_dest:
* find the proper destination for the monster
*/
coord *
find_dest(THING *tp)
{
register THING *obj;
register int prob;
if ((prob = monsters[tp->t_type - 'A'].m_carry) <= 0 || tp->t_room == proom
|| see_monst(tp))
return &hero;
for (obj = lvl_obj; obj != NULL; obj = next(obj))
{
if (obj->o_type == SCROLL && obj->o_which == S_SCARE)
continue;
if (roomin(&obj->o_pos) == tp->t_room && rnd(100) < prob)
{
for (tp = mlist; tp != NULL; tp = next(tp))
if (tp->t_dest == &obj->o_pos)
break;
if (tp == NULL)
return &obj->o_pos;
}
}
return &hero;
}
/*
* dist:
* Calculate the "distance" between to points. Actually,
* this calculates d^2, not d, but that's good enough for
* our purposes, since it's only used comparitively.
*/
int
dist(int y1, int x1, int y2, int x2)
{
return ((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));
}
/*
* dist_cp:
* Call dist() with appropriate arguments for coord pointers
*/
int
dist_cp(coord *c1, coord *c2)
{
return dist(c1->y, c1->x, c2->y, c2->x);
}

101
cmd/rogue/main.go Normal file
View File

@@ -0,0 +1,101 @@
// Command rogue is the Go port of Rogue 5.4.4: Exploring the Dungeons of
// Doom. It is a faithful function-by-function port of the classic C game;
// see ARCHITECTURE.md at the repository root.
package main
import (
"flag"
"fmt"
"os"
"os/signal"
"os/user"
"strconv"
"syscall"
"time"
"git.eeqj.de/sneak/rgoue/game"
"git.eeqj.de/sneak/rgoue/term"
)
func main() {
scores := flag.Bool("s", false, "print the scoreboard and exit")
deathDemo := flag.Bool("d", false, "die a random death (demo)")
flag.Parse()
home, _ := os.UserHomeDir()
// get options from environment (main.c)
rogueOpts := os.Getenv("ROGUEOPTS")
name := ""
if u, err := user.Current(); err == nil {
name = u.Username
}
wizard := os.Getenv("ROGUE_WIZARD") != ""
// dungeon number: SEED for reproducible dungeons (wizard mode in C),
// else time+pid
var seed int32
if env := os.Getenv("SEED"); env != "" && wizard {
n, _ := strconv.Atoi(env)
seed = int32(n)
} else {
seed = int32(time.Now().Unix()) + int32(os.Getpid())
}
cfg := game.Config{
Seed: seed,
Name: name,
RogueOpts: rogueOpts,
Home: home,
ScorePath: home + "/.rogue.scores",
Wizard: wizard,
}
if *scores {
g := game.NewGame(cfg)
g.ShowScores()
return
}
t, err := term.New()
if err != nil {
fmt.Fprintln(os.Stderr, err)
os.Exit(1)
}
defer t.Fini()
cfg.Term = t
var g *game.RogueGame
if args := flag.Args(); len(args) == 1 && !*deathDemo {
// restore a saved game
g, err = game.Restore(args[0], cfg)
if err != nil {
t.Fini()
fmt.Fprintln(os.Stderr, err)
os.Exit(1)
}
} else {
g = game.NewGame(cfg)
}
if *deathDemo {
g.DeathDemo()
return
}
// SIGHUP/SIGTERM autosave (save.c auto_save)
sig := make(chan os.Signal, 1)
signal.Notify(sig, syscall.SIGHUP, syscall.SIGTERM)
go func() {
<-sig
g.AutoSave()
t.Fini()
os.Exit(0)
}()
if err := g.Run(); err != nil {
t.Fini()
fmt.Fprintln(os.Stderr, err)
os.Exit(1)
}
}

820
command.c
View File

@@ -1,820 +0,0 @@
/*
* Read and execute the user commands
*
* @(#)command.c 4.73 (Berkeley) 08/06/83
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <stdlib.h>
#include <string.h>
#include <curses.h>
#include <ctype.h>
#include "rogue.h"
/*
* command:
* Process the user commands
*/
void
command()
{
register char ch;
register int ntimes = 1; /* Number of player moves */
char *fp;
THING *mp;
static char countch, direction, newcount = FALSE;
if (on(player, ISHASTE))
ntimes++;
/*
* Let the daemons start up
*/
do_daemons(BEFORE);
do_fuses(BEFORE);
while (ntimes--)
{
again = FALSE;
if (has_hit)
{
endmsg();
has_hit = FALSE;
}
/*
* these are illegal things for the player to be, so if any are
* set, someone's been poking in memeory
*/
if (on(player, ISSLOW|ISGREED|ISINVIS|ISREGEN|ISTARGET))
exit(1);
look(TRUE);
if (!running)
door_stop = FALSE;
status();
lastscore = purse;
move(hero.y, hero.x);
if (!((running || count) && jump))
refresh(); /* Draw screen */
take = 0;
after = TRUE;
/*
* Read command or continue run
*/
#ifdef MASTER
if (wizard)
noscore = TRUE;
#endif
if (!no_command)
{
if (running || to_death)
ch = runch;
else if (count)
ch = countch;
else
{
ch = readchar();
move_on = FALSE;
if (mpos != 0) /* Erase message if its there */
msg("");
}
}
else
ch = '.';
if (no_command)
{
if (--no_command == 0)
{
player.t_flags |= ISRUN;
msg("you can move again");
}
}
else
{
/*
* check for prefixes
*/
newcount = FALSE;
if (isdigit(ch))
{
count = 0;
newcount = TRUE;
while (isdigit(ch))
{
count = count * 10 + (ch - '0');
if (count > 255)
count = 255;
ch = readchar();
}
countch = ch;
/*
* turn off count for commands which don't make sense
* to repeat
*/
switch (ch)
{
case CTRL('B'): case CTRL('H'): case CTRL('J'):
case CTRL('K'): case CTRL('L'): case CTRL('N'):
case CTRL('U'): case CTRL('Y'):
case '.': case 'a': case 'b': case 'h': case 'j':
case 'k': case 'l': case 'm': case 'n': case 'q':
case 'r': case 's': case 't': case 'u': case 'y':
case 'z': case 'B': case 'C': case 'H': case 'I':
case 'J': case 'K': case 'L': case 'N': case 'U':
case 'Y':
#ifdef MASTER
case CTRL('D'): case CTRL('A'):
#endif
break;
default:
count = 0;
}
}
/*
* execute a command
*/
if (count && !running)
count--;
if (ch != 'a' && ch != ESCAPE && !(running || count || to_death))
{
l_last_comm = last_comm;
l_last_dir = last_dir;
l_last_pick = last_pick;
last_comm = ch;
last_dir = '\0';
last_pick = NULL;
}
over:
switch (ch)
{
case ',': {
THING *obj = NULL;
int found = 0;
for (obj = lvl_obj; obj != NULL; obj = next(obj))
{
if (obj->o_pos.y == hero.y && obj->o_pos.x == hero.x)
{
found=1;
break;
}
}
if (found) {
if (levit_check())
;
else
pick_up((char)obj->o_type);
}
else {
if (!terse)
addmsg("there is ");
addmsg("nothing here");
if (!terse)
addmsg(" to pick up");
endmsg();
}
}
when '!': shell();
when 'h': do_move(0, -1);
when 'j': do_move(1, 0);
when 'k': do_move(-1, 0);
when 'l': do_move(0, 1);
when 'y': do_move(-1, -1);
when 'u': do_move(-1, 1);
when 'b': do_move(1, -1);
when 'n': do_move(1, 1);
when 'H': do_run('h');
when 'J': do_run('j');
when 'K': do_run('k');
when 'L': do_run('l');
when 'Y': do_run('y');
when 'U': do_run('u');
when 'B': do_run('b');
when 'N': do_run('n');
when CTRL('H'): case CTRL('J'): case CTRL('K'): case CTRL('L'):
case CTRL('Y'): case CTRL('U'): case CTRL('B'): case CTRL('N'):
{
if (!on(player, ISBLIND))
{
door_stop = TRUE;
firstmove = TRUE;
}
if (count && !newcount)
ch = direction;
else
{
ch += ('A' - CTRL('A'));
direction = ch;
}
goto over;
}
when 'F':
kamikaze = TRUE;
/* FALLTHROUGH */
case 'f':
if (!get_dir())
{
after = FALSE;
break;
}
delta.y += hero.y;
delta.x += hero.x;
if ( ((mp = moat(delta.y, delta.x)) == NULL)
|| ((!see_monst(mp)) && !on(player, SEEMONST)))
{
if (!terse)
addmsg("I see ");
msg("no monster there");
after = FALSE;
}
else if (diag_ok(&hero, &delta))
{
to_death = TRUE;
max_hit = 0;
mp->t_flags |= ISTARGET;
runch = ch = dir_ch;
goto over;
}
when 't':
if (!get_dir())
after = FALSE;
else
missile(delta.y, delta.x);
when 'a':
if (last_comm == '\0')
{
msg("you haven't typed a command yet");
after = FALSE;
}
else
{
ch = last_comm;
again = TRUE;
goto over;
}
when 'q': quaff();
when 'Q':
after = FALSE;
q_comm = TRUE;
quit(0);
q_comm = FALSE;
when 'i': after = FALSE; inventory(pack, 0);
when 'I': after = FALSE; picky_inven();
when 'd': drop();
when 'r': read_scroll();
when 'e': eat();
when 'w': wield();
when 'W': wear();
when 'T': take_off();
when 'P': ring_on();
when 'R': ring_off();
when 'o': option(); after = FALSE;
when 'c': call(); after = FALSE;
when '>': after = FALSE; d_level();
when '<': after = FALSE; u_level();
when '?': after = FALSE; help();
when '/': after = FALSE; identify();
when 's': search();
when 'z':
if (get_dir())
do_zap();
else
after = FALSE;
when 'D': after = FALSE; discovered();
when CTRL('P'): after = FALSE; msg(huh);
when CTRL('R'):
after = FALSE;
clearok(curscr,TRUE);
wrefresh(curscr);
when 'v':
after = FALSE;
msg("version %s. (mctesq was here)", release);
when 'S':
after = FALSE;
save_game();
when '.': ; /* Rest command */
when ' ': after = FALSE; /* "Legal" illegal command */
when '^':
after = FALSE;
if (get_dir()) {
delta.y += hero.y;
delta.x += hero.x;
fp = &flat(delta.y, delta.x);
if (!terse)
addmsg("You have found ");
if (chat(delta.y, delta.x) != TRAP)
msg("no trap there");
else if (on(player, ISHALU))
msg(tr_name[rnd(NTRAPS)]);
else {
msg(tr_name[*fp & F_TMASK]);
*fp |= F_SEEN;
}
}
#ifdef MASTER
when '+':
after = FALSE;
if (wizard)
{
wizard = FALSE;
turn_see(TRUE);
msg("not wizard any more");
}
else
{
wizard = passwd();
if (wizard)
{
noscore = TRUE;
turn_see(FALSE);
msg("you are suddenly as smart as Ken Arnold in dungeon #%d", dnum);
}
else
msg("sorry");
}
#endif
when ESCAPE: /* Escape */
door_stop = FALSE;
count = 0;
after = FALSE;
again = FALSE;
when 'm':
move_on = TRUE;
if (!get_dir())
after = FALSE;
else
{
ch = dir_ch;
countch = dir_ch;
goto over;
}
when ')': current(cur_weapon, "wielding", NULL);
when ']': current(cur_armor, "wearing", NULL);
when '=':
current(cur_ring[LEFT], "wearing",
terse ? "(L)" : "on left hand");
current(cur_ring[RIGHT], "wearing",
terse ? "(R)" : "on right hand");
when '@':
stat_msg = TRUE;
status();
stat_msg = FALSE;
after = FALSE;
otherwise:
after = FALSE;
#ifdef MASTER
if (wizard) switch (ch)
{
case '|': msg("@ %d,%d", hero.y, hero.x);
when 'C': create_obj();
when '$': msg("inpack = %d", inpack);
when CTRL('G'): inventory(lvl_obj, 0);
when CTRL('W'): whatis(FALSE, 0);
when CTRL('D'): level++; new_level();
when CTRL('A'): level--; new_level();
when CTRL('F'): show_map();
when CTRL('T'): teleport();
when CTRL('E'): msg("food left: %d", food_left);
when CTRL('C'): add_pass();
when CTRL('X'): turn_see(on(player, SEEMONST));
when CTRL('~'):
{
THING *item;
if ((item = get_item("charge", STICK)) != NULL)
item->o_charges = 10000;
}
when CTRL('I'):
{
int i;
THING *obj;
for (i = 0; i < 9; i++)
raise_level();
/*
* Give him a sword (+1,+1)
*/
obj = new_item();
init_weapon(obj, TWOSWORD);
obj->o_hplus = 1;
obj->o_dplus = 1;
add_pack(obj, TRUE);
cur_weapon = obj;
/*
* And his suit of armor
*/
obj = new_item();
obj->o_type = ARMOR;
obj->o_which = PLATE_MAIL;
obj->o_arm = -5;
obj->o_flags |= ISKNOW;
obj->o_count = 1;
obj->o_group = 0;
cur_armor = obj;
add_pack(obj, TRUE);
}
when '*' :
pr_list();
otherwise:
illcom(ch);
}
else
#endif
illcom(ch);
}
/*
* turn off flags if no longer needed
*/
if (!running)
door_stop = FALSE;
}
/*
* If he ran into something to take, let him pick it up.
*/
if (take != 0)
pick_up(take);
if (!running)
door_stop = FALSE;
if (!after)
ntimes++;
}
do_daemons(AFTER);
do_fuses(AFTER);
if (ISRING(LEFT, R_SEARCH))
search();
else if (ISRING(LEFT, R_TELEPORT) && rnd(50) == 0)
teleport();
if (ISRING(RIGHT, R_SEARCH))
search();
else if (ISRING(RIGHT, R_TELEPORT) && rnd(50) == 0)
teleport();
}
/*
* illcom:
* What to do with an illegal command
*/
void
illcom(int ch)
{
save_msg = FALSE;
count = 0;
msg("illegal command '%s'", unctrl(ch));
save_msg = TRUE;
}
/*
* search:
* player gropes about him to find hidden things.
*/
void
search()
{
register int y, x;
register char *fp;
register int ey, ex;
int probinc;
bool found;
ey = hero.y + 1;
ex = hero.x + 1;
probinc = (on(player, ISHALU) ? 3 : 0);
probinc += (on(player, ISBLIND) ? 2 : 0);
found = FALSE;
for (y = hero.y - 1; y <= ey; y++)
for (x = hero.x - 1; x <= ex; x++)
{
if (y == hero.y && x == hero.x)
continue;
fp = &flat(y, x);
if (!(*fp & F_REAL))
switch (chat(y, x))
{
case '|':
case '-':
if (rnd(5 + probinc) != 0)
break;
chat(y, x) = DOOR;
msg("a secret door");
foundone:
found = TRUE;
*fp |= F_REAL;
count = FALSE;
running = FALSE;
break;
case FLOOR:
if (rnd(2 + probinc) != 0)
break;
chat(y, x) = TRAP;
if (!terse)
addmsg("you found ");
if (on(player, ISHALU))
msg(tr_name[rnd(NTRAPS)]);
else {
msg(tr_name[*fp & F_TMASK]);
*fp |= F_SEEN;
}
goto foundone;
break;
case ' ':
if (rnd(3 + probinc) != 0)
break;
chat(y, x) = PASSAGE;
goto foundone;
}
}
if (found)
look(FALSE);
}
/*
* help:
* Give single character help, or the whole mess if he wants it
*/
void
help()
{
register struct h_list *strp;
register char helpch;
register int numprint, cnt;
msg("character you want help for (* for all): ");
helpch = readchar();
mpos = 0;
/*
* If its not a *, print the right help string
* or an error if he typed a funny character.
*/
if (helpch != '*')
{
move(0, 0);
for (strp = helpstr; strp->h_desc != NULL; strp++)
if (strp->h_ch == helpch)
{
lower_msg = TRUE;
msg("%s%s", unctrl(strp->h_ch), strp->h_desc);
lower_msg = FALSE;
return;
}
msg("unknown character '%s'", unctrl(helpch));
return;
}
/*
* Here we print help for everything.
* Then wait before we return to command mode
*/
numprint = 0;
for (strp = helpstr; strp->h_desc != NULL; strp++)
if (strp->h_print)
numprint++;
if (numprint & 01) /* round odd numbers up */
numprint++;
numprint /= 2;
if (numprint > LINES - 1)
numprint = LINES - 1;
wclear(hw);
cnt = 0;
for (strp = helpstr; strp->h_desc != NULL; strp++)
if (strp->h_print)
{
wmove(hw, cnt % numprint, cnt >= numprint ? COLS / 2 : 0);
if (strp->h_ch)
waddstr(hw, unctrl(strp->h_ch));
waddstr(hw, strp->h_desc);
if (++cnt >= numprint * 2)
break;
}
wmove(hw, LINES - 1, 0);
waddstr(hw, "--Press space to continue--");
wrefresh(hw);
wait_for(' ');
clearok(stdscr, TRUE);
/*
refresh();
*/
msg("");
touchwin(stdscr);
wrefresh(stdscr);
}
/*
* identify:
* Tell the player what a certain thing is.
*/
void
identify()
{
register int ch;
register struct h_list *hp;
register char *str;
static struct h_list ident_list[] = {
{'|', "wall of a room", FALSE},
{'-', "wall of a room", FALSE},
{GOLD, "gold", FALSE},
{STAIRS, "a staircase", FALSE},
{DOOR, "door", FALSE},
{FLOOR, "room floor", FALSE},
{PLAYER, "you", FALSE},
{PASSAGE, "passage", FALSE},
{TRAP, "trap", FALSE},
{POTION, "potion", FALSE},
{SCROLL, "scroll", FALSE},
{FOOD, "food", FALSE},
{WEAPON, "weapon", FALSE},
{' ', "solid rock", FALSE},
{ARMOR, "armor", FALSE},
{AMULET, "the Amulet of Yendor", FALSE},
{RING, "ring", FALSE},
{STICK, "wand or staff", FALSE},
{'\0'}
};
msg("what do you want identified? ");
ch = readchar();
mpos = 0;
if (ch == ESCAPE)
{
msg("");
return;
}
if (isupper(ch))
str = monsters[ch-'A'].m_name;
else
{
str = "unknown character";
for (hp = ident_list; hp->h_ch != '\0'; hp++)
if (hp->h_ch == ch)
{
str = hp->h_desc;
break;
}
}
msg("'%s': %s", unctrl(ch), str);
}
/*
* d_level:
* He wants to go down a level
*/
void
d_level()
{
if (levit_check())
return;
if (chat(hero.y, hero.x) != STAIRS)
msg("I see no way down");
else
{
level++;
seenstairs = FALSE;
new_level();
}
}
/*
* u_level:
* He wants to go up a level
*/
void
u_level()
{
if (levit_check())
return;
if (chat(hero.y, hero.x) == STAIRS)
if (amulet)
{
level--;
if (level == 0)
total_winner();
new_level();
msg("you feel a wrenching sensation in your gut");
}
else
msg("your way is magically blocked");
else
msg("I see no way up");
}
/*
* levit_check:
* Check to see if she's levitating, and if she is, print an
* appropriate message.
*/
bool
levit_check()
{
if (!on(player, ISLEVIT))
return FALSE;
msg("You can't. You're floating off the ground!");
return TRUE;
}
/*
* call:
* Allow a user to call a potion, scroll, or ring something
*/
void
call()
{
register THING *obj;
register struct obj_info *op = NULL;
register char **guess, *elsewise = NULL;
register bool *know;
obj = get_item("call", CALLABLE);
/*
* Make certain that it is somethings that we want to wear
*/
if (obj == NULL)
return;
switch (obj->o_type)
{
case RING:
op = &ring_info[obj->o_which];
elsewise = r_stones[obj->o_which];
goto norm;
when POTION:
op = &pot_info[obj->o_which];
elsewise = p_colors[obj->o_which];
goto norm;
when SCROLL:
op = &scr_info[obj->o_which];
elsewise = s_names[obj->o_which];
goto norm;
when STICK:
op = &ws_info[obj->o_which];
elsewise = ws_made[obj->o_which];
norm:
know = &op->oi_know;
guess = &op->oi_guess;
if (*guess != NULL)
elsewise = *guess;
when FOOD:
msg("you can't call that anything");
return;
otherwise:
guess = &obj->o_label;
know = NULL;
elsewise = obj->o_label;
}
if (know != NULL && *know)
{
msg("that has already been identified");
return;
}
if (elsewise != NULL && elsewise == *guess)
{
if (!terse)
addmsg("Was ");
msg("called \"%s\"", elsewise);
}
if (terse)
msg("call it: ");
else
msg("what do you want to call it? ");
if (elsewise == NULL)
strcpy(prbuf, "");
else
strcpy(prbuf, elsewise);
if (get_str(prbuf, stdscr) == NORM)
{
if (*guess != NULL)
free(*guess);
*guess = malloc((unsigned int) strlen(prbuf) + 1);
strcpy(*guess, prbuf);
}
}
/*
* current:
* Print the current weapon/armor
*/
void
current(THING *cur, char *how, char *where)
{
after = FALSE;
if (cur != NULL)
{
if (!terse)
addmsg("you are %s (", how);
inv_describe = FALSE;
addmsg("%c) %s", cur->o_packch, inv_name(cur, TRUE));
inv_describe = TRUE;
if (where)
addmsg(" %s", where);
endmsg();
}
else
{
if (!terse)
addmsg("you are ");
addmsg("%s nothing", how);
if (where)
addmsg(" %s", where);
endmsg();
}
}

1500
config.guess vendored

File diff suppressed because it is too large Load Diff

View File

@@ -1,269 +0,0 @@
/* config.h.in. Generated from configure.ac by autoheader. */
/* Define if scorefile is top scores, not top players */
#undef ALLSCORES
/* Define if checktime feature should be enabled */
#undef CHECKTIME
/* Define to group owner of setgid executable */
#undef GROUPOWNER
/* Define to 1 if you have the `alarm' function. */
#undef HAVE_ALARM
/* Define to 1 if you have the <arpa/inet.h> header file. */
#undef HAVE_ARPA_INET_H
/* Define to 1 if libcurses is requested */
#undef HAVE_CURSES_H
/* Define to 1 if you don't have `vprintf' but do have `_doprnt.' */
#undef HAVE_DOPRNT
/* Define to 1 if you have the `erasechar' function. */
#undef HAVE_ERASECHAR
/* Define if ncurses has ESCDELAY variable */
#undef HAVE_ESCDELAY
/* Define to 1 if you have the <fcntl.h> header file. */
#undef HAVE_FCNTL_H
/* Define to 1 if you have the `fork' function. */
#undef HAVE_FORK
/* Define to 1 if you have the `getgid' function. */
#undef HAVE_GETGID
/* Define to 1 if you have the `getloadavg' function. */
#undef HAVE_GETLOADAVG
/* Define to 1 if you have the `getpass' function. */
#undef HAVE_GETPASS
/* Define to 1 if you have the `getpwuid' function. */
#undef HAVE_GETPWUID
/* Define to 1 if you have the `getuid' function. */
#undef HAVE_GETUID
/* Define to 1 if you have the <inttypes.h> header file. */
#undef HAVE_INTTYPES_H
/* Define to 1 if you have the `killchar' function. */
#undef HAVE_KILLCHAR
/* Define to 1 if you have the <limits.h> header file. */
#undef HAVE_LIMITS_H
/* Define to 1 if you have the `loadav' function. */
#undef HAVE_LOADAV
/* Define to 1 if `lstat' has the bug that it succeeds when given the
zero-length file name argument. */
#undef HAVE_LSTAT_EMPTY_STRING_BUG
/* Define to 1 if you have the <memory.h> header file. */
#undef HAVE_MEMORY_H
/* Define to 1 if you have the `memset' function. */
#undef HAVE_MEMSET
/* Define to 1 if libncurses is requested */
#undef HAVE_NCURSES_H
/* Define to 1 if you have the <ncurses/term.h> header file. */
#undef HAVE_NCURSES_TERM_H
/* Define to 1 if you have the `nlist' function. */
#undef HAVE_NLIST
/* Define to 1 if you have the <nlist.h> header file. */
#undef HAVE_NLIST_H
/* Define to 1 if you have the <process.h> header file. */
#undef HAVE_PROCESS_H
/* Define to 1 if you have the <pwd.h> header file. */
#undef HAVE_PWD_H
/* Define to 1 if you have the `setenv' function. */
#undef HAVE_SETENV
/* Define to 1 if you have the `setgid' function. */
#undef HAVE_SETGID
/* Define to 1 if you have the `setregid' function. */
#undef HAVE_SETREGID
/* Define to 1 if you have the `setresgid' function. */
#undef HAVE_SETRESGID
/* Define to 1 if you have the `setresuid' function. */
#undef HAVE_SETRESUID
/* Define to 1 if you have the `setreuid' function. */
#undef HAVE_SETREUID
/* Define to 1 if you have the `setuid' function. */
#undef HAVE_SETUID
/* Define to 1 if you have the `spawnl' function. */
#undef HAVE_SPAWNL
/* Define to 1 if `stat' has the bug that it succeeds when given the
zero-length file name argument. */
#undef HAVE_STAT_EMPTY_STRING_BUG
/* Define to 1 if stdbool.h conforms to C99. */
#undef HAVE_STDBOOL_H
/* Define to 1 if you have the <stdint.h> header file. */
#undef HAVE_STDINT_H
/* Define to 1 if you have the <stdlib.h> header file. */
#undef HAVE_STDLIB_H
/* Define to 1 if you have the `strchr' function. */
#undef HAVE_STRCHR
/* Define to 1 if you have the `strerror' function. */
#undef HAVE_STRERROR
/* Define to 1 if you have the <strings.h> header file. */
#undef HAVE_STRINGS_H
/* Define to 1 if you have the <string.h> header file. */
#undef HAVE_STRING_H
/* Define to 1 if you have the <sys/ioctl.h> header file. */
#undef HAVE_SYS_IOCTL_H
/* Define to 1 if you have the <sys/stat.h> header file. */
#undef HAVE_SYS_STAT_H
/* Define to 1 if you have the <sys/types.h> header file. */
#undef HAVE_SYS_TYPES_H
/* Define to 1 if you have the <sys/utsname.h> header file. */
#undef HAVE_SYS_UTSNAME_H
/* Define to 1 if you have the <termios.h> header file. */
#undef HAVE_TERMIOS_H
/* Define to 1 if you have the <term.h> header file. */
#undef HAVE_TERM_H
/* Define to 1 if you have the <unistd.h> header file. */
#undef HAVE_UNISTD_H
/* Define to 1 if you have the <utmp.h> header file. */
#undef HAVE_UTMP_H
/* Define to 1 if you have the `vfork' function. */
#undef HAVE_VFORK
/* Define to 1 if you have the <vfork.h> header file. */
#undef HAVE_VFORK_H
/* Define to 1 if you have the `vprintf' function. */
#undef HAVE_VPRINTF
/* Define to 1 if `fork' works. */
#undef HAVE_WORKING_FORK
/* Define to 1 if `vfork' works. */
#undef HAVE_WORKING_VFORK
/* Define to 1 if the system has the type `_Bool'. */
#undef HAVE__BOOL
/* Define to 1 if you have the `_spawnl' function. */
#undef HAVE__SPAWNL
/* define if we should use program's load average function instead of system
*/
#undef LOADAV
/* Define to file to use for scoreboard lockfile */
#undef LOCKFILE
/* Define to 1 if `lstat' dereferences a symlink specified with a trailing
slash. */
#undef LSTAT_FOLLOWS_SLASHED_SYMLINK
/* Define to include wizard mode */
#undef MASTER
/* Define if maxusers feature should be enabled */
#undef MAXLOAD
/* Define if maxusers feature should be enabled */
#undef MAXUSERS
/* kernel file to pass to nlist() when reading load average (unlikely to work)
*/
#undef NAMELIST
/* word for the number of scores to store in scoreboard */
#undef NUMNAME
/* number of scores to store in scoreboard */
#undef NUMSCORES
/* Define to the address where bug reports for this package should be sent. */
#undef PACKAGE_BUGREPORT
/* Define to the full name of this package. */
#undef PACKAGE_NAME
/* Define to the full name and version of this package. */
#undef PACKAGE_STRING
/* Define to the one symbol short name of this package. */
#undef PACKAGE_TARNAME
/* Define to the version of this package. */
#undef PACKAGE_VERSION
/* Define crypt(3) wizard mode password */
#undef PASSWD
/* Define as the return type of signal handlers (`int' or `void'). */
#undef RETSIGTYPE
/* Define to file to use for scoreboard */
#undef SCOREFILE
/* Define to 1 if you have the ANSI C header files. */
#undef STDC_HEADERS
/* Define to 1 if your <sys/time.h> declares `struct tm'. */
#undef TM_IN_SYS_TIME
/* define if we should use program's user counting function instead of
system's */
#undef UCOUNT
/* utmp like file to pass to ucount() when counting online users (unlikely to
work) */
#undef UTMP
/* Define to empty if `const' does not conform to ANSI C. */
#undef const
/* Define to `int' if <sys/types.h> doesn't define. */
#undef gid_t
/* Define to `int' if <sys/types.h> does not define. */
#undef pid_t
/* Define to `unsigned int' if <sys/types.h> does not define. */
#undef size_t
/* Define to `int' if <sys/types.h> doesn't define. */
#undef uid_t
/* Define as `fork' if `vfork' does not work. */
#undef vfork

1608
config.sub vendored

File diff suppressed because it is too large Load Diff

7511
configure vendored

File diff suppressed because it is too large Load Diff

View File

@@ -1,246 +0,0 @@
# -*- Autoconf -*-
# Process this file with autoconf to produce a configure script.
AC_PREREQ(2.56)
AC_INIT([Rogue],[5.4.4], [yendor@rogueforge.net])
AC_CONFIG_SRCDIR([armor.c])
AC_CONFIG_HEADER([config.h])
AC_CONFIG_FILES([Makefile rogue.6 rogue.cat rogue.doc rogue.html rogue.me])
AC_CANONICAL_SYSTEM([])
# Checks for programs.
AC_PROG_CC
# Checks for libraries.
# Checks for header files.
AC_HEADER_STDC
AC_CHECK_HEADERS([arpa/inet.h sys/utsname.h pwd.h fcntl.h limits.h nlist.h stdlib.h string.h sys/ioctl.h termios.h unistd.h utmp.h term.h ncurses/term.h process.h])
# Checks for typedefs, structures, and compiler characteristics.
AC_HEADER_STDBOOL
AC_C_CONST
AC_TYPE_UID_T
AC_TYPE_SIZE_T
AC_STRUCT_TM
MP_WITH_CURSES
# Checks for library functions.
AC_FUNC_FORK
AC_PROG_GCC_TRADITIONAL
AC_FUNC_LSTAT
AC_FUNC_LSTAT_FOLLOWS_SLASHED_SYMLINK
AC_TYPE_SIGNAL
AC_FUNC_STAT
AC_FUNC_VPRINTF
AC_CHECK_FUNCS([erasechar killchar alarm getpass memset setenv strchr nlist _spawnl spawnl getpwuid loadav getloadavg strerror setresgid setregid setgid setresuid setreuid setuid getuid getgid])
AC_CHECK_PROG([NROFF], [nroff], [nroff],)
AC_CHECK_PROG([GROFF], [groff], [groff],)
AC_CHECK_PROG([COLCRT], [colcrt], [colcrt],)
AC_CHECK_PROG([TBL], [tbl], [tbl],)
AC_CHECK_PROG([SED], [sed], [sed],)
AC_ARG_WITH(program-name, AC_HELP_STRING([--with-program-name=NAME],[alternate executable name]),[progname="$withval" ], [progname="rogue"] )
PROGRAM=$progname
AC_SUBST(PROGRAM)
AC_ARG_ENABLE(setgid, AC_HELP_STRING([--enable-setgid=NAME],[install executable as setgid with group ownership of NAME @<:@default=no@:>@])],[],[])
AC_MSG_CHECKING([if using setgid execute bit])
if test "x$enable_setgid" = "xno" ; then
GROUPOWNER=
elif test "x$enable_setgid" = "xyes" ; then
GROUPOWNER=games
elif test "x$enable_setgid" = "x" ; then
GROUPOWNER=
else
GROUPOWNER=$enable_setgid
fi
if test "x$GROUPOWNER" != "x" ; then
AC_DEFINE_UNQUOTED([GROUPOWNER],[$GROUPOWNER], [Define to group owner of setgid executable])
AC_MSG_RESULT([$GROUPOWNER])
else
AC_MSG_RESULT([no])
fi
AC_SUBST(GROUPOWNER)
AC_ARG_ENABLE([scorefile],[AC_HELP_STRING([--enable-scorefile=SCOREFILE], [enable scoreboard with given filename])],[],[])
AC_MSG_CHECKING([for scoreboard file])
if test "x$enable_scorefile" = "xno" ; then
SCOREFILE=
elif test "x$enable_scorefile" = "xyes" ; then
SCOREFILE=$progname.scr
elif test "x$enable_scorefile" = "x" ; then
SCOREFILE=$progname.scr
else
SCOREFILE=$enable_scorefile
fi
if test "x$SCOREFILE" != "x" ; then
AC_DEFINE_UNQUOTED([SCOREFILE], ["$SCOREFILE"], [Define to file to use for scoreboard])
AC_MSG_RESULT([$SCOREFILE])
else
AC_MSG_RESULT([disabled])
fi
AC_SUBST(SCOREFILE)
AC_ARG_ENABLE([lockfile],[AC_HELP_STRING([--enable-lockfile=LOCKFILE], [enable scoreboard lockfile with given filename])],[],[])
AC_MSG_CHECKING([for scoreboard lockfile file])
if test "x$enable_lockfile" = "xno" ; then
LOCKFILE=
elif test "x$enable_lockfile" = "xyes" ; then
LOCKFILE=$progname.lck
elif test "x$enable_lockfile" = "x" ; then
LOCKFILE=$progname.lck
else
LOCKFILE=$enable_lockfile
fi
if test "x$LOCKFILE" != "x" ; then
AC_DEFINE_UNQUOTED([LOCKFILE], ["$LOCKFILE"], [Define to file to use for scoreboard lockfile])
AC_MSG_RESULT([$LOCKFILE])
else
AC_MSG_RESULT([disabled])
fi
AC_SUBST(LOCKFILE)
AC_ARG_ENABLE([wizardmode],[AC_HELP_STRING([--enable-wizardmode], [enable availability of wizard mode @<:@default=no@:>@])],[],[])
AC_MSG_CHECKING([if wizard mode is enabled])
if test "x$enable_wizardmode" = "xno" ; then
AC_MSG_RESULT([no])
elif test "x$enable_wizardmode" = "x" ; then
AC_MSG_RESULT([no])
else
AC_DEFINE([MASTER], [], [Define to include wizard mode])
if test "x$enable_wizardmode" != "xyes" ; then
AC_DEFINE_UNQUOTED([PASSWD],[$enable_wizardmode], [Define crypt(3) wizard mode password])
fi
AC_MSG_RESULT([yes])
fi
AC_ARG_ENABLE([allscores],[AC_HELP_STRING([--enable-allscores], [enable scoreboard to show top scores, not just top players @<:@default=yes@:>@])],[],[enable_allscores=yes])
AC_MSG_CHECKING([if allscores is enabled])
if test "x$enable_allscores" = "xyes" ; then
AC_DEFINE([ALLSCORES], [1], [Define if scorefile is top scores, not top players])
AC_MSG_RESULT([yes])
else
AC_MSG_RESULT([no])
fi
AC_ARG_ENABLE([checktime],[AC_HELP_STRING([--enable-checktime], [enable checktime @<:@default=no@:>@])],[],[])
AC_MSG_CHECKING([if checktime is enabled])
if test "x$enable_checktime" = "xyes" ; then
AC_DEFINE([CHECKTIME], [1], [Define if checktime feature should be enabled])
AC_MSG_RESULT([yes])
else
AC_MSG_RESULT([no])
fi
AC_ARG_ENABLE([maxload],[AC_HELP_STRING([--enable-maxload], [enable maxload @<:@default=no@:>@])],[],[])
AC_MSG_CHECKING([runtime execution limit (maximum system load average)])
if test "x$enable_maxload" = "xyes" ; then
AC_DEFINE([MAXLOAD], [100], [Define if maxload feature should be enabled])
AC_MSG_RESULT([100])
elif test "x$enable_maxload" = "x" ; then
AC_MSG_RESULT([unlimited])
elif test "x$enable_maxload" = "xno" ; then
AC_MSG_RESULT([unlimited])
else
AC_DEFINE_UNQUOTED([MAXLOAD], [$enable_maxload], [Define if maxload feature should be enabled])
AC_MSG_RESULT([$enable_maxload])
fi
AC_ARG_ENABLE([maxusers],[AC_HELP_STRING([--enable-maxusers], [enable maxuser @<:@default=no@:>@])],[],[])
AC_MSG_CHECKING([runtime execution limit (maximum online system users)])
if test "x$enable_maxusers" = "xyes" ; then
AC_DEFINE([MAXUSERS], [100], [Define if maxusers feature should be enabled])
AC_MSG_RESULT([100])
elif test "x$enable_maxusers" = "x" ; then
AC_MSG_RESULT([unlimited])
elif test "x$enable_maxload" = "xno" ; then
AC_MSG_RESULT([unlimited])
else
AC_DEFINE_UNQUOTED([MAXLOAD], [$enable_maxusers], [Define if maxusers feature should be enabled])
AC_MSG_RESULT([$enable_maxusers])
fi
AC_ARG_ENABLE([numscores],[AC_HELP_STRING([--enable-numscores], [number of scores to store in scoreboard @<:@default=10@:>@])],[],[])
AC_MSG_CHECKING([what the number of scores to store in scoreboard is])
if test "x$numscores" = "xyes" ; then
AC_DEFINE([NUMSCORES], [10], [number of scores to store in scoreboard])
AC_MSG_RESULT([10])
elif test "x$enable_numscores" = "x" ; then
AC_DEFINE([NUMSCORES], [10], [number of scores to store in scoreboard])
AC_MSG_RESULT([10])
elif test "x$enable_numscores" = "xno" ; then
AC_DEFINE([NUMSCORES], [10], [number of scores to store in scoreboard])
AC_MSG_RESULT([10])
else
AC_DEFINE_UNQUOTED([NUMSCORES], [$enable_numscores], [number of scores to store in scoreboard])
AC_MSG_RESULT([$enable_numscores])
fi
AC_ARG_ENABLE([numname],[AC_HELP_STRING([--enable-numname], [word for number of scores to store in scoreboard @<:@default=Ten@:>@])],[],[])
AC_MSG_CHECKING([word for the number of scores to store in scoreboard is])
if test "x$enable_numname" = "xyes" ; then
AC_DEFINE([NUMNAME], ["Ten"], [word for the number of scores to store in scoreboard])
AC_MSG_RESULT([Ten])
elif test "x$enable_numname" = "x" ; then
AC_DEFINE([NUMNAME], ["Ten"], [word for the number of scores to store in scoreboard])
AC_MSG_RESULT([Ten])
elif test "x$enable_numname" = "xno" ; then
AC_DEFINE([NUMNAME], ["Ten"], [word for the number of scores to store in scoreboard])
AC_MSG_RESULT([Ten])
else
AC_DEFINE_UNQUOTED([NUMNAME], ["$enable_numname"], [word for the number of scores to store in scoreboard])
AC_MSG_RESULT([$enable_numname])
fi
AC_ARG_ENABLE([loadav],[AC_HELP_STRING([--enable-loadav=NAMELIST], [use program's load average function (unlikely to work) @<:@default=no@:>@])],[],[])
AC_MSG_CHECKING([whether to use program's built in load average function])
if test "x$enable_loadav" = "xyes" ; then
AC_DEFINE([LOADAV], [], [define if we should use program's load average function instead of system])
AC_DEFINE([NAMELIST], [/vmunix], [kernel file to pass to nlist() when reading load average (unlikely to work)])
AC_MSG_RESULT([/vmunix])
elif test "x$enable_loadav" = "x" ; then
AC_MSG_RESULT([no])
elif test "x$enable_loadav" = "xno" ; then
AC_MSG_RESULT([no])
else
AC_DEFINE([LOADAV], [], [define if we should use program's load average function instead of system])
AC_DEFINE_UNQUOTED([NAMELIST], [$enable_loadav], [kernel file to pass to nlist() when reading load average (unlikely to work)])
AC_MSG_RESULT([$enable_loadav])
fi
AC_ARG_ENABLE([ucount],[AC_HELP_STRING([--enable-ucount=UTMPFILE], [use program's own function to count users (unlikely to work) @<:@default=no@:>@])],[],[])
AC_MSG_CHECKING([whether to use program's built in user counting function])
if test "x$enable_ucount" = "xyes" ; then
AC_DEFINE([UCOUNT], [], [define if we should use program's user counting function instead of system's])
AC_DEFINE([UTMP], [/etc/utmp], [utmp like file to pass to ucount() when counting online users (unlikely to work)])
AC_MSG_RESULT([/etc/utmp])
elif test "x$enable_ucount" = "x" ; then
AC_MSG_RESULT([no])
elif test "x$enable_count" = "xno" ; then
AC_MSG_RESULT([no])
else
AC_DEFINE([UCOUNT], [], [define if we should use program's user counting function instead of system's])
AC_DEFINE_UNQUOTED([UTMP], [$enable_ucount], [utmp like file to pass to ucount() when counting online users (unlikely to work)])
AC_MSG_RESULT([$enable_ucount])
fi
TARGET=$target
AC_SUBST(TARGET)
AC_MSG_CHECKING([whether to docdir is defined])
if test "x$docdir" = "x" ; then
AC_MSG_RESULT([docdir undefined])
docdir=\${datadir}/doc/\${PACKAGE_TARNAME}
AC_SUBST(docdir)
else
AC_MSG_RESULT([docdir defined])
fi
AC_OUTPUT

181
daemon.c
View File

@@ -1,181 +0,0 @@
/*
* Contains functions for dealing with things that happen in the
* future.
*
* @(#)daemon.c 4.7 (Berkeley) 02/05/99
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <curses.h>
#include "rogue.h"
#define EMPTY 0
#define DAEMON -1
#define MAXDAEMONS 20
#define _X_ { EMPTY }
struct delayed_action d_list[MAXDAEMONS] = {
_X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_,
_X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_,
};
/*
* d_slot:
* Find an empty slot in the daemon/fuse list
*/
struct delayed_action *
d_slot()
{
register struct delayed_action *dev;
for (dev = d_list; dev <= &d_list[MAXDAEMONS-1]; dev++)
if (dev->d_type == EMPTY)
return dev;
#ifdef MASTER
debug("Ran out of fuse slots");
#endif
return NULL;
}
/*
* find_slot:
* Find a particular slot in the table
*/
struct delayed_action *
find_slot(void (*func)())
{
register struct delayed_action *dev;
for (dev = d_list; dev <= &d_list[MAXDAEMONS-1]; dev++)
if (dev->d_type != EMPTY && func == dev->d_func)
return dev;
return NULL;
}
/*
* start_daemon:
* Start a daemon, takes a function.
*/
void
start_daemon(void (*func)(int), int arg, int type)
{
register struct delayed_action *dev;
dev = d_slot();
dev->d_type = type;
dev->d_func = func;
dev->d_arg = arg;
dev->d_time = DAEMON;
}
/*
* kill_daemon:
* Remove a daemon from the list
*/
void
kill_daemon(void (*func)())
{
register struct delayed_action *dev;
if ((dev = find_slot(func)) == NULL)
return;
/*
* Take it out of the list
*/
dev->d_type = EMPTY;
}
/*
* do_daemons:
* Run all the daemons that are active with the current flag,
* passing the argument to the function.
*/
void
do_daemons(int flag)
{
register struct delayed_action *dev;
/*
* Loop through the devil list
*/
for (dev = d_list; dev <= &d_list[MAXDAEMONS-1]; dev++)
/*
* Executing each one, giving it the proper arguments
*/
if (dev->d_type == flag && dev->d_time == DAEMON)
(*dev->d_func)(dev->d_arg);
}
/*
* fuse:
* Start a fuse to go off in a certain number of turns
*/
void
fuse(void (*func)(int), int arg, int time, int type)
{
register struct delayed_action *wire;
wire = d_slot();
wire->d_type = type;
wire->d_func = func;
wire->d_arg = arg;
wire->d_time = time;
}
/*
* lengthen:
* Increase the time until a fuse goes off
*/
void
lengthen(void (*func)(), int xtime)
{
register struct delayed_action *wire;
if ((wire = find_slot(func)) == NULL)
return;
wire->d_time += xtime;
}
/*
* extinguish:
* Put out a fuse
*/
void
extinguish(void (*func)())
{
register struct delayed_action *wire;
if ((wire = find_slot(func)) == NULL)
return;
wire->d_type = EMPTY;
}
/*
* do_fuses:
* Decrement counters and start needed fuses
*/
void
do_fuses(int flag)
{
register struct delayed_action *wire;
/*
* Step though the list
*/
for (wire = d_list; wire <= &d_list[MAXDAEMONS-1]; wire++)
/*
* Decrementing counters and starting things we want. We also need
* to remove the fuse from the list once it has gone off.
*/
if (flag == wire->d_type && wire->d_time > 0 && --wire->d_time == 0)
{
wire->d_type = EMPTY;
(*wire->d_func)(wire->d_arg);
}
}

295
daemons.c
View File

@@ -1,295 +0,0 @@
/*
* All the daemon and fuse functions are in here
*
* @(#)daemons.c 4.24 (Berkeley) 02/05/99
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <curses.h>
#include "rogue.h"
/*
* doctor:
* A healing daemon that restors hit points after rest
*/
void
doctor()
{
register int lv, ohp;
lv = pstats.s_lvl;
ohp = pstats.s_hpt;
quiet++;
if (lv < 8)
{
if (quiet + (lv << 1) > 20)
pstats.s_hpt++;
}
else
if (quiet >= 3)
pstats.s_hpt += rnd(lv - 7) + 1;
if (ISRING(LEFT, R_REGEN))
pstats.s_hpt++;
if (ISRING(RIGHT, R_REGEN))
pstats.s_hpt++;
if (ohp != pstats.s_hpt)
{
if (pstats.s_hpt > max_hp)
pstats.s_hpt = max_hp;
quiet = 0;
}
}
/*
* Swander:
* Called when it is time to start rolling for wandering monsters
*/
void
swander()
{
start_daemon(rollwand, 0, BEFORE);
}
/*
* rollwand:
* Called to roll to see if a wandering monster starts up
*/
int between = 0;
void
rollwand()
{
if (++between >= 4)
{
if (roll(1, 6) == 4)
{
wanderer();
kill_daemon(rollwand);
fuse(swander, 0, WANDERTIME, BEFORE);
}
between = 0;
}
}
/*
* unconfuse:
* Release the poor player from his confusion
*/
void
unconfuse()
{
player.t_flags &= ~ISHUH;
msg("you feel less %s now", choose_str("trippy", "confused"));
}
/*
* unsee:
* Turn off the ability to see invisible
*/
void
unsee()
{
register THING *th;
for (th = mlist; th != NULL; th = next(th))
if (on(*th, ISINVIS) && see_monst(th))
mvaddch(th->t_pos.y, th->t_pos.x, th->t_oldch);
player.t_flags &= ~CANSEE;
}
/*
* sight:
* He gets his sight back
*/
void
sight()
{
if (on(player, ISBLIND))
{
extinguish(sight);
player.t_flags &= ~ISBLIND;
if (!(proom->r_flags & ISGONE))
enter_room(&hero);
msg(choose_str("far out! Everything is all cosmic again",
"the veil of darkness lifts"));
}
}
/*
* nohaste:
* End the hasting
*/
void
nohaste()
{
player.t_flags &= ~ISHASTE;
msg("you feel yourself slowing down");
}
/*
* stomach:
* Digest the hero's food
*/
void
stomach()
{
register int oldfood;
int orig_hungry = hungry_state;
if (food_left <= 0)
{
if (food_left-- < -STARVETIME)
death('s');
/*
* the hero is fainting
*/
if (no_command || rnd(5) != 0)
return;
no_command += rnd(8) + 4;
hungry_state = 3;
if (!terse)
addmsg(choose_str("the munchies overpower your motor capabilities. ",
"you feel too weak from lack of food. "));
msg(choose_str("You freak out", "You faint"));
}
else
{
oldfood = food_left;
food_left -= ring_eat(LEFT) + ring_eat(RIGHT) + 1 - amulet;
if (food_left < MORETIME && oldfood >= MORETIME)
{
hungry_state = 2;
msg(choose_str("the munchies are interfering with your motor capabilites",
"you are starting to feel weak"));
}
else if (food_left < 2 * MORETIME && oldfood >= 2 * MORETIME)
{
hungry_state = 1;
if (terse)
msg(choose_str("getting the munchies", "getting hungry"));
else
msg(choose_str("you are getting the munchies",
"you are starting to get hungry"));
}
}
if (hungry_state != orig_hungry) {
player.t_flags &= ~ISRUN;
running = FALSE;
to_death = FALSE;
count = 0;
}
}
/*
* come_down:
* Take the hero down off her acid trip.
*/
void
come_down()
{
register THING *tp;
register bool seemonst;
if (!on(player, ISHALU))
return;
kill_daemon(visuals);
player.t_flags &= ~ISHALU;
if (on(player, ISBLIND))
return;
/*
* undo the things
*/
for (tp = lvl_obj; tp != NULL; tp = next(tp))
if (cansee(tp->o_pos.y, tp->o_pos.x))
mvaddch(tp->o_pos.y, tp->o_pos.x, tp->o_type);
/*
* undo the monsters
*/
seemonst = on(player, SEEMONST);
for (tp = mlist; tp != NULL; tp = next(tp))
{
move(tp->t_pos.y, tp->t_pos.x);
if (cansee(tp->t_pos.y, tp->t_pos.x))
if (!on(*tp, ISINVIS) || on(player, CANSEE))
addch(tp->t_disguise);
else
addch(chat(tp->t_pos.y, tp->t_pos.x));
else if (seemonst)
{
standout();
addch(tp->t_type);
standend();
}
}
msg("Everything looks SO boring now.");
}
/*
* visuals:
* change the characters for the player
*/
void
visuals()
{
register THING *tp;
register bool seemonst;
if (!after || (running && jump))
return;
/*
* change the things
*/
for (tp = lvl_obj; tp != NULL; tp = next(tp))
if (cansee(tp->o_pos.y, tp->o_pos.x))
mvaddch(tp->o_pos.y, tp->o_pos.x, rnd_thing());
/*
* change the stairs
*/
if (!seenstairs && cansee(stairs.y, stairs.x))
mvaddch(stairs.y, stairs.x, rnd_thing());
/*
* change the monsters
*/
seemonst = on(player, SEEMONST);
for (tp = mlist; tp != NULL; tp = next(tp))
{
move(tp->t_pos.y, tp->t_pos.x);
if (see_monst(tp))
{
if (tp->t_type == 'X' && tp->t_disguise != 'X')
addch(rnd_thing());
else
addch(rnd(26) + 'A');
}
else if (seemonst)
{
standout();
addch(rnd(26) + 'A');
standend();
}
}
}
/*
* land:
* Land from a levitation potion
*/
void
land()
{
player.t_flags &= ~ISLEVIT;
msg(choose_str("bummer! You've hit the ground",
"you float gently to the ground"));
}

391
extern.c
View File

@@ -1,391 +0,0 @@
/*
* global variable initializaton
*
* @(#)extern.c 4.82 (Berkeley) 02/05/99
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <curses.h>
#include "rogue.h"
bool after; /* True if we want after daemons */
bool again; /* Repeating the last command */
int noscore; /* Was a wizard sometime */
bool seenstairs; /* Have seen the stairs (for lsd) */
bool amulet = FALSE; /* He found the amulet */
bool door_stop = FALSE; /* Stop running when we pass a door */
bool fight_flush = FALSE; /* True if toilet input */
bool firstmove = FALSE; /* First move after setting door_stop */
bool got_ltc = FALSE; /* We have gotten the local tty chars */
bool has_hit = FALSE; /* Has a "hit" message pending in msg */
bool in_shell = FALSE; /* True if executing a shell */
bool inv_describe = TRUE; /* Say which way items are being used */
bool jump = FALSE; /* Show running as series of jumps */
bool kamikaze = FALSE; /* to_death really to DEATH */
bool lower_msg = FALSE; /* Messages should start w/lower case */
bool move_on = FALSE; /* Next move shouldn't pick up items */
bool msg_esc = FALSE; /* Check for ESC from msg's --More-- */
bool passgo = FALSE; /* Follow passages */
bool playing = TRUE; /* True until he quits */
bool q_comm = FALSE; /* Are we executing a 'Q' command? */
bool running = FALSE; /* True if player is running */
bool save_msg = TRUE; /* Remember last msg */
bool see_floor = TRUE; /* Show the lamp illuminated floor */
bool stat_msg = FALSE; /* Should status() print as a msg() */
bool terse = FALSE; /* True if we should be short */
bool to_death = FALSE; /* Fighting is to the death! */
bool tombstone = TRUE; /* Print out tombstone at end */
#ifdef MASTER
int wizard = FALSE; /* True if allows wizard commands */
#endif
bool pack_used[26] = { /* Is the character used in the pack? */
FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE,
FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE,
FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE
};
char dir_ch; /* Direction from last get_dir() call */
char file_name[MAXSTR]; /* Save file name */
char huh[MAXSTR]; /* The last message printed */
char *p_colors[MAXPOTIONS]; /* Colors of the potions */
char prbuf[2*MAXSTR]; /* buffer for sprintfs */
char *r_stones[MAXRINGS]; /* Stone settings of the rings */
char runch; /* Direction player is running */
char *s_names[MAXSCROLLS]; /* Names of the scrolls */
char take; /* Thing she is taking */
char whoami[MAXSTR]; /* Name of player */
char *ws_made[MAXSTICKS]; /* What sticks are made of */
char *ws_type[MAXSTICKS]; /* Is it a wand or a staff */
int orig_dsusp; /* Original dsusp char */
char fruit[MAXSTR] = /* Favorite fruit */
{ 's', 'l', 'i', 'm', 'e', '-', 'm', 'o', 'l', 'd', '\0' };
char home[MAXSTR] = { '\0' }; /* User's home directory */
char *inv_t_name[] = {
"Overwrite",
"Slow",
"Clear"
};
char l_last_comm = '\0'; /* Last last_comm */
char l_last_dir = '\0'; /* Last last_dir */
char last_comm = '\0'; /* Last command typed */
char last_dir = '\0'; /* Last direction given */
char *tr_name[] = { /* Names of the traps */
"a trapdoor",
"an arrow trap",
"a sleeping gas trap",
"a beartrap",
"a teleport trap",
"a poison dart trap",
"a rust trap",
"a mysterious trap"
};
int n_objs; /* # items listed in inventory() call */
int ntraps; /* Number of traps on this level */
int hungry_state = 0; /* How hungry is he */
int inpack = 0; /* Number of things in pack */
int inv_type = 0; /* Type of inventory to use */
int level = 1; /* What level she is on */
int max_hit; /* Max damage done to her in to_death */
int max_level; /* Deepest player has gone */
int mpos = 0; /* Where cursor is on top line */
int no_food = 0; /* Number of levels without food */
int a_class[MAXARMORS] = { /* Armor class for each armor type */
8, /* LEATHER */
7, /* RING_MAIL */
7, /* STUDDED_LEATHER */
6, /* SCALE_MAIL */
5, /* CHAIN_MAIL */
4, /* SPLINT_MAIL */
4, /* BANDED_MAIL */
3, /* PLATE_MAIL */
};
int count = 0; /* Number of times to repeat command */
FILE *scoreboard = NULL; /* File descriptor for score file */
int food_left; /* Amount of food in hero's stomach */
int lastscore = -1; /* Score before this turn */
int no_command = 0; /* Number of turns asleep */
int no_move = 0; /* Number of turns held in place */
int purse = 0; /* How much gold he has */
int quiet = 0; /* Number of quiet turns */
int vf_hit = 0; /* Number of time flytrap has hit */
int dnum; /* Dungeon number */
int seed; /* Random number seed */
int e_levels[] = {
10L,
20L,
40L,
80L,
160L,
320L,
640L,
1300L,
2600L,
5200L,
13000L,
26000L,
50000L,
100000L,
200000L,
400000L,
800000L,
2000000L,
4000000L,
8000000L,
0L
};
coord delta; /* Change indicated to get_dir() */
coord oldpos; /* Position before last look() call */
coord stairs; /* Location of staircase */
PLACE places[MAXLINES*MAXCOLS]; /* level map */
THING *cur_armor; /* What he is wearing */
THING *cur_ring[2]; /* Which rings are being worn */
THING *cur_weapon; /* Which weapon he is weilding */
THING *l_last_pick = NULL; /* Last last_pick */
THING *last_pick = NULL; /* Last object picked in get_item() */
THING *lvl_obj = NULL; /* List of objects on this level */
THING *mlist = NULL; /* List of monsters on the level */
THING player; /* His stats */
/* restart of game */
WINDOW *hw = NULL; /* used as a scratch window */
#define INIT_STATS { 16, 0, 1, 10, 12, "1x4", 12 }
struct stats max_stats = INIT_STATS; /* The maximum for the player */
struct room *oldrp; /* Roomin(&oldpos) */
struct room rooms[MAXROOMS]; /* One for each room -- A level */
struct room passages[MAXPASS] = /* One for each passage */
{
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, {{0,0}} },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, {{0,0}} },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, {{0,0}} },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, {{0,0}} },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, {{0,0}} },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, {{0,0}} },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, {{0,0}} },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, {{0,0}} },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, {{0,0}} },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, {{0,0}} },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, {{0,0}} },
{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, {{0,0}} }
};
#define ___ 1
#define XX 10
struct monster monsters[26] =
{
/* Name CARRY FLAG str, exp, lvl, amr, hpt, dmg */
{ "aquator", 0, ISMEAN, { XX, 20, 5, 2, ___, "0x0/0x0" } },
{ "bat", 0, ISFLY, { XX, 1, 1, 3, ___, "1x2" } },
{ "centaur", 15, 0, { XX, 17, 4, 4, ___, "1x2/1x5/1x5" } },
{ "dragon", 100, ISMEAN, { XX,5000, 10, -1, ___, "1x8/1x8/3x10" } },
{ "emu", 0, ISMEAN, { XX, 2, 1, 7, ___, "1x2" } },
{ "venus flytrap", 0, ISMEAN, { XX, 80, 8, 3, ___, "%%%x0" } },
/* NOTE: the damage is %%% so that xstr won't merge this */
/* string with others, since it is written on in the program */
{ "griffin", 20, ISMEAN|ISFLY|ISREGEN, { XX,2000, 13, 2, ___, "4x3/3x5" } },
{ "hobgoblin", 0, ISMEAN, { XX, 3, 1, 5, ___, "1x8" } },
{ "ice monster", 0, 0, { XX, 5, 1, 9, ___, "0x0" } },
{ "jabberwock", 70, 0, { XX,3000, 15, 6, ___, "2x12/2x4" } },
{ "kestrel", 0, ISMEAN|ISFLY, { XX, 1, 1, 7, ___, "1x4" } },
{ "leprechaun", 0, 0, { XX, 10, 3, 8, ___, "1x1" } },
{ "medusa", 40, ISMEAN, { XX,200, 8, 2, ___, "3x4/3x4/2x5" } },
{ "nymph", 100, 0, { XX, 37, 3, 9, ___, "0x0" } },
{ "orc", 15, ISGREED,{ XX, 5, 1, 6, ___, "1x8" } },
{ "phantom", 0, ISINVIS,{ XX,120, 8, 3, ___, "4x4" } },
{ "quagga", 0, ISMEAN, { XX, 15, 3, 3, ___, "1x5/1x5" } },
{ "rattlesnake", 0, ISMEAN, { XX, 9, 2, 3, ___, "1x6" } },
{ "snake", 0, ISMEAN, { XX, 2, 1, 5, ___, "1x3" } },
{ "troll", 50, ISREGEN|ISMEAN,{ XX, 120, 6, 4, ___, "1x8/1x8/2x6" } },
{ "black unicorn", 0, ISMEAN, { XX,190, 7, -2, ___, "1x9/1x9/2x9" } },
{ "vampire", 20, ISREGEN|ISMEAN,{ XX,350, 8, 1, ___, "1x10" } },
{ "wraith", 0, 0, { XX, 55, 5, 4, ___, "1x6" } },
{ "xeroc", 30, 0, { XX,100, 7, 7, ___, "4x4" } },
{ "yeti", 30, 0, { XX, 50, 4, 6, ___, "1x6/1x6" } },
{ "zombie", 0, ISMEAN, { XX, 6, 2, 8, ___, "1x8" } }
};
#undef ___
#undef XX
struct obj_info things[NUMTHINGS] = {
{ 0, 26 }, /* potion */
{ 0, 36 }, /* scroll */
{ 0, 16 }, /* food */
{ 0, 7 }, /* weapon */
{ 0, 7 }, /* armor */
{ 0, 4 }, /* ring */
{ 0, 4 }, /* stick */
};
struct obj_info arm_info[MAXARMORS] = {
{ "leather armor", 20, 20, NULL, FALSE },
{ "ring mail", 15, 25, NULL, FALSE },
{ "studded leather armor", 15, 20, NULL, FALSE },
{ "scale mail", 13, 30, NULL, FALSE },
{ "chain mail", 12, 75, NULL, FALSE },
{ "splint mail", 10, 80, NULL, FALSE },
{ "banded mail", 10, 90, NULL, FALSE },
{ "plate mail", 5, 150, NULL, FALSE },
};
struct obj_info pot_info[MAXPOTIONS] = {
{ "confusion", 7, 5, NULL, FALSE },
{ "hallucination", 8, 5, NULL, FALSE },
{ "poison", 8, 5, NULL, FALSE },
{ "gain strength", 13, 150, NULL, FALSE },
{ "see invisible", 3, 100, NULL, FALSE },
{ "healing", 13, 130, NULL, FALSE },
{ "monster detection", 6, 130, NULL, FALSE },
{ "magic detection", 6, 105, NULL, FALSE },
{ "raise level", 2, 250, NULL, FALSE },
{ "extra healing", 5, 200, NULL, FALSE },
{ "haste self", 5, 190, NULL, FALSE },
{ "restore strength", 13, 130, NULL, FALSE },
{ "blindness", 5, 5, NULL, FALSE },
{ "levitation", 6, 75, NULL, FALSE },
};
struct obj_info ring_info[MAXRINGS] = {
{ "protection", 9, 400, NULL, FALSE },
{ "add strength", 9, 400, NULL, FALSE },
{ "sustain strength", 5, 280, NULL, FALSE },
{ "searching", 10, 420, NULL, FALSE },
{ "see invisible", 10, 310, NULL, FALSE },
{ "adornment", 1, 10, NULL, FALSE },
{ "aggravate monster", 10, 10, NULL, FALSE },
{ "dexterity", 8, 440, NULL, FALSE },
{ "increase damage", 8, 400, NULL, FALSE },
{ "regeneration", 4, 460, NULL, FALSE },
{ "slow digestion", 9, 240, NULL, FALSE },
{ "teleportation", 5, 30, NULL, FALSE },
{ "stealth", 7, 470, NULL, FALSE },
{ "maintain armor", 5, 380, NULL, FALSE },
};
struct obj_info scr_info[MAXSCROLLS] = {
{ "monster confusion", 7, 140, NULL, FALSE },
{ "magic mapping", 4, 150, NULL, FALSE },
{ "hold monster", 2, 180, NULL, FALSE },
{ "sleep", 3, 5, NULL, FALSE },
{ "enchant armor", 7, 160, NULL, FALSE },
{ "identify potion", 10, 80, NULL, FALSE },
{ "identify scroll", 10, 80, NULL, FALSE },
{ "identify weapon", 6, 80, NULL, FALSE },
{ "identify armor", 7, 100, NULL, FALSE },
{ "identify ring, wand or staff", 10, 115, NULL, FALSE },
{ "scare monster", 3, 200, NULL, FALSE },
{ "food detection", 2, 60, NULL, FALSE },
{ "teleportation", 5, 165, NULL, FALSE },
{ "enchant weapon", 8, 150, NULL, FALSE },
{ "create monster", 4, 75, NULL, FALSE },
{ "remove curse", 7, 105, NULL, FALSE },
{ "aggravate monsters", 3, 20, NULL, FALSE },
{ "protect armor", 2, 250, NULL, FALSE },
};
struct obj_info weap_info[MAXWEAPONS + 1] = {
{ "mace", 11, 8, NULL, FALSE },
{ "long sword", 11, 15, NULL, FALSE },
{ "short bow", 12, 15, NULL, FALSE },
{ "arrow", 12, 1, NULL, FALSE },
{ "dagger", 8, 3, NULL, FALSE },
{ "two handed sword", 10, 75, NULL, FALSE },
{ "dart", 12, 2, NULL, FALSE },
{ "shuriken", 12, 5, NULL, FALSE },
{ "spear", 12, 5, NULL, FALSE },
{ NULL, 0 }, /* DO NOT REMOVE: fake entry for dragon's breath */
};
struct obj_info ws_info[MAXSTICKS] = {
{ "light", 12, 250, NULL, FALSE },
{ "invisibility", 6, 5, NULL, FALSE },
{ "lightning", 3, 330, NULL, FALSE },
{ "fire", 3, 330, NULL, FALSE },
{ "cold", 3, 330, NULL, FALSE },
{ "polymorph", 15, 310, NULL, FALSE },
{ "magic missile", 10, 170, NULL, FALSE },
{ "haste monster", 10, 5, NULL, FALSE },
{ "slow monster", 11, 350, NULL, FALSE },
{ "drain life", 9, 300, NULL, FALSE },
{ "nothing", 1, 5, NULL, FALSE },
{ "teleport away", 6, 340, NULL, FALSE },
{ "teleport to", 6, 50, NULL, FALSE },
{ "cancellation", 5, 280, NULL, FALSE },
};
struct h_list helpstr[] = {
{'?', " 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},
{0, NULL }
};

197
extern.h
View File

@@ -1,197 +0,0 @@
/*
* Defines for things used in mach_dep.c
*
* @(#)extern.h 4.35 (Berkeley) 02/05/99
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#ifdef HAVE_CONFIG_H
#ifdef PDCURSES
#undef HAVE_UNISTD_H
#undef HAVE_LIMITS_H
#undef HAVE_MEMORY_H
#undef HAVE_STRING_H
#endif
#include "config.h"
#elif defined(__DJGPP__)
#define HAVE_SYS_TYPES_H 1
#define HAVE_PROCESS_H 1
#define HAVE_PWD_H 1
#define HAVE_TERMIOS_H 1
#define HAVE_SETGID 1
#define HAVE_GETGID 1
#define HAVE_SETUID 1
#define HAVE_GETUID 1
#define HAVE_GETPASS 1
#define HAVE_SPAWNL 1
#define HAVE_ALARM 1
#define HAVE_ERASECHAR 1
#define HAVE_KILLCHAR 1
#elif defined(_WIN32)
#define HAVE_CURSES_H
#define HAVE_TERM_H
#define HAVE__SPAWNL
#define HAVE_SYS_TYPES_H
#define HAVE_PROCESS_H
#define HAVE_ERASECHAR 1
#define HAVE_KILLCHAR 1
#elif defined(__CYGWIN__)
#define HAVE_SYS_TYPES_H 1
#define HAVE_PWD_H 1
#define HAVE_PWD_H 1
#define HAVE_SYS_UTSNAME_H 1
#define HAVE_ARPA_INET_H 1
#define HAVE_UNISTD_H 1
#define HAVE_TERMIOS_H 1
#define HAVE_NCURSES_TERM_H 1
#define HAVE_ESCDELAY
#define HAVE_SETGID 1
#define HAVE_GETGID 1
#define HAVE_SETUID 1
#define HAVE_GETUID 1
#define HAVE_GETPASS 1
#define HAVE_GETPWUID 1
#define HAVE_WORKING_FORK 1
#define HAVE_ALARM 1
#define HAVE_SPAWNL 1
#define HAVE__SPAWNL 1
#define HAVE_ERASECHAR 1
#define HAVE_KILLCHAR 1
#else /* POSIX */
#define HAVE_SYS_TYPES_H 1
#define HAVE_PWD_H 1
#define HAVE_PWD_H 1
#define HAVE_SYS_UTSNAME_H 1
#define HAVE_ARPA_INET_H 1
#define HAVE_UNISTD_H 1
#define HAVE_TERMIOS_H 1
#define HAVE_TERM_H 1
#define HAVE_SETGID 1
#define HAVE_GETGID 1
#define HAVE_SETUID 1
#define HAVE_GETUID 1
#define HAVE_SETREUID 1
#define HAVE_SETREGID 1
#define HAVE_GETPASS 1
#define HAVE_GETPWUID 1
#define HAVE_WORKING_FORK 1
#define HAVE_ERASECHAR 1
#define HAVE_KILLCHAR 1
#ifndef _AIX
#define HAVE_GETLOADAVG 1
#endif
#define HAVE_ALARM 1
#endif
#ifdef __DJGPP__
#undef HAVE_GETPWUID /* DJGPP's limited version doesn't even work as documented */
#endif
/*
* Don't change the constants, since they are used for sizes in many
* places in the program.
*/
#include <stdlib.h>
#undef SIGTSTP
#define MAXSTR 1024 /* maximum length of strings */
#define MAXLINES 32 /* maximum number of screen lines used */
#define MAXCOLS 80 /* maximum number of screen columns used */
#define RN (((seed = seed*11109+13849) >> 16) & 0xffff)
#ifdef CTRL
#undef CTRL
#endif
#define CTRL(c) (c & 037)
/*
* Now all the global variables
*/
extern bool got_ltc, in_shell;
extern int wizard;
extern char fruit[], prbuf[], whoami[];
extern int orig_dsusp;
extern FILE *scoreboard;
/*
* Function types
*/
void auto_save(int);
void come_down();
void doctor();
void end_line();
void endit(int sig);
void fatal(char *s);
void getltchars();
void land();
void leave(int);
void my_exit(int st);
void nohaste();
void playit();
void playltchars(void);
void print_disc(char);
void quit(int);
void resetltchars(void);
void rollwand();
void runners();
void set_order(int *order, int numthings);
void sight();
void stomach();
void swander();
void tstp(int ignored);
void unconfuse();
void unsee();
void visuals();
char add_line(char *fmt, char *arg);
char *killname(char monst, bool doart);
char *nothing(char type);
char *type_name(int type);
#ifdef CHECKTIME
int checkout();
#endif
int md_chmod(char *filename, int mode);
char *md_crypt(char *key, char *salt);
int md_dsuspchar();
int md_erasechar();
char *md_gethomedir();
char *md_getusername();
int md_getuid();
char *md_getpass(char *prompt);
int md_getpid();
char *md_getrealname(int uid);
void md_init();
int md_killchar();
void md_normaluser();
void md_raw_standout();
void md_raw_standend();
int md_readchar();
int md_setdsuspchar(int c);
int md_shellescape();
void md_sleep(int s);
int md_suspchar();
int md_hasclreol();
int md_unlink(char *file);
int md_unlink_open_file(char *file, FILE *inf);
void md_tstpsignal();
void md_tstphold();
void md_tstpresume();
void md_ignoreallsignals();
void md_onsignal_autosave();
void md_onsignal_exit();
void md_onsignal_default();
int md_issymlink(char *sp);

686
fight.c
View File

@@ -1,686 +0,0 @@
/*
* All the fighting gets done here
*
* @(#)fight.c 4.67 (Berkeley) 09/06/83
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <stdlib.h>
#include <curses.h>
#include <string.h>
#include <ctype.h>
#include "rogue.h"
#define EQSTR(a, b) (strcmp(a, b) == 0)
char *h_names[] = { /* strings for hitting */
" scored an excellent hit on ",
" hit ",
" have injured ",
" swing and hit ",
" scored an excellent hit on ",
" hit ",
" has injured ",
" swings and hits "
};
char *m_names[] = { /* strings for missing */
" miss",
" swing and miss",
" barely miss",
" don't hit",
" misses",
" swings and misses",
" barely misses",
" doesn't hit",
};
/*
* adjustments to hit probabilities due to strength
*/
static int str_plus[] = {
-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,
};
/*
* adjustments to damage done due to strength
*/
static int add_dam[] = {
-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
};
/*
* fight:
* The player attacks the monster.
*/
int
fight(coord *mp, THING *weap, bool thrown)
{
register THING *tp;
register bool did_hit = TRUE;
register char *mname, ch;
/*
* Find the monster we want to fight
*/
#ifdef MASTER
if ((tp = moat(mp->y, mp->x)) == NULL)
debug("Fight what @ %d,%d", mp->y, mp->x);
#else
tp = moat(mp->y, mp->x);
#endif
/*
* Since we are fighting, things are not quiet so no healing takes
* place.
*/
count = 0;
quiet = 0;
runto(mp);
/*
* Let him know it was really a xeroc (if it was one).
*/
ch = '\0';
if (tp->t_type == 'X' && tp->t_disguise != 'X' && !on(player, ISBLIND))
{
tp->t_disguise = 'X';
if (on(player, ISHALU)) {
ch = (char)(rnd(26) + 'A');
mvaddch(tp->t_pos.y, tp->t_pos.x, ch);
}
msg(choose_str("heavy! That's a nasty critter!",
"wait! That's a xeroc!"));
if (!thrown)
return FALSE;
}
mname = set_mname(tp);
did_hit = FALSE;
has_hit = (terse && !to_death);
if (roll_em(&player, tp, weap, thrown))
{
did_hit = FALSE;
if (thrown)
thunk(weap, mname, terse);
else
hit((char *) NULL, mname, terse);
if (on(player, CANHUH))
{
did_hit = TRUE;
tp->t_flags |= ISHUH;
player.t_flags &= ~CANHUH;
endmsg();
has_hit = FALSE;
msg("your hands stop glowing %s", pick_color("red"));
}
if (tp->t_stats.s_hpt <= 0)
killed(tp, TRUE);
else if (did_hit && !on(player, ISBLIND))
msg("%s appears confused", mname);
did_hit = TRUE;
}
else
if (thrown)
bounce(weap, mname, terse);
else
miss((char *) NULL, mname, terse);
return did_hit;
}
/*
* attack:
* The monster attacks the player
*/
int
attack(THING *mp)
{
register char *mname;
register int oldhp;
/*
* Since this is an attack, stop running and any healing that was
* going on at the time.
*/
running = FALSE;
count = 0;
quiet = 0;
if (to_death && !on(*mp, ISTARGET))
{
to_death = FALSE;
kamikaze = FALSE;
}
if (mp->t_type == 'X' && mp->t_disguise != 'X' && !on(player, ISBLIND))
{
mp->t_disguise = 'X';
if (on(player, ISHALU))
mvaddch(mp->t_pos.y, mp->t_pos.x, rnd(26) + 'A');
}
mname = set_mname(mp);
oldhp = pstats.s_hpt;
if (roll_em(mp, &player, (THING *) NULL, FALSE))
{
if (mp->t_type != 'I')
{
if (has_hit)
addmsg(". ");
hit(mname, (char *) NULL, FALSE);
}
else
if (has_hit)
endmsg();
has_hit = FALSE;
if (pstats.s_hpt <= 0)
death(mp->t_type); /* Bye bye life ... */
else if (!kamikaze)
{
oldhp -= pstats.s_hpt;
if (oldhp > max_hit)
max_hit = oldhp;
if (pstats.s_hpt <= max_hit)
to_death = FALSE;
}
if (!on(*mp, ISCANC))
switch (mp->t_type)
{
case 'A':
/*
* If an aquator hits, you can lose armor class.
*/
rust_armor(cur_armor);
when 'I':
/*
* The ice monster freezes you
*/
player.t_flags &= ~ISRUN;
if (!no_command)
{
addmsg("you are frozen");
if (!terse)
addmsg(" by the %s", mname);
endmsg();
}
no_command += rnd(2) + 2;
if (no_command > BORE_LEVEL)
death('h');
when 'R':
/*
* Rattlesnakes have poisonous bites
*/
if (!save(VS_POISON))
{
if (!ISWEARING(R_SUSTSTR))
{
chg_str(-1);
if (!terse)
msg("you feel a bite in your leg and now feel weaker");
else
msg("a bite has weakened you");
}
else if (!to_death)
{
if (!terse)
msg("a bite momentarily weakens you");
else
msg("bite has no effect");
}
}
when 'W':
case 'V':
/*
* Wraiths might drain energy levels, and Vampires
* can steal max_hp
*/
if (rnd(100) < (mp->t_type == 'W' ? 15 : 30))
{
register int fewer;
if (mp->t_type == 'W')
{
if (pstats.s_exp == 0)
death('W'); /* All levels gone */
if (--pstats.s_lvl == 0)
{
pstats.s_exp = 0;
pstats.s_lvl = 1;
}
else
pstats.s_exp = e_levels[pstats.s_lvl-1]+1;
fewer = roll(1, 10);
}
else
fewer = roll(1, 3);
pstats.s_hpt -= fewer;
max_hp -= fewer;
if (pstats.s_hpt <= 0)
pstats.s_hpt = 1;
if (max_hp <= 0)
death(mp->t_type);
msg("you suddenly feel weaker");
}
when 'F':
/*
* Venus Flytrap stops the poor guy from moving
*/
player.t_flags |= ISHELD;
sprintf(monsters['F'-'A'].m_stats.s_dmg,"%dx1", ++vf_hit);
if (--pstats.s_hpt <= 0)
death('F');
when 'L':
{
/*
* Leperachaun steals some gold
*/
register int lastpurse;
lastpurse = purse;
purse -= GOLDCALC;
if (!save(VS_MAGIC))
purse -= GOLDCALC + GOLDCALC + GOLDCALC + GOLDCALC;
if (purse < 0)
purse = 0;
remove_mon(&mp->t_pos, mp, FALSE);
mp=NULL;
if (purse != lastpurse)
msg("your purse feels lighter");
}
when 'N':
{
register THING *obj, *steal;
register int nobj;
/*
* Nymph's steal a magic item, look through the pack
* and pick out one we like.
*/
steal = NULL;
for (nobj = 0, obj = pack; obj != NULL; obj = next(obj))
if (obj != cur_armor && obj != cur_weapon
&& obj != cur_ring[LEFT] && obj != cur_ring[RIGHT]
&& is_magic(obj) && rnd(++nobj) == 0)
steal = obj;
if (steal != NULL)
{
remove_mon(&mp->t_pos, moat(mp->t_pos.y, mp->t_pos.x), FALSE);
mp=NULL;
leave_pack(steal, FALSE, FALSE);
msg("she stole %s!", inv_name(steal, TRUE));
discard(steal);
}
}
otherwise:
break;
}
}
else if (mp->t_type != 'I')
{
if (has_hit)
{
addmsg(". ");
has_hit = FALSE;
}
if (mp->t_type == 'F')
{
pstats.s_hpt -= vf_hit;
if (pstats.s_hpt <= 0)
death(mp->t_type); /* Bye bye life ... */
}
miss(mname, (char *) NULL, FALSE);
}
if (fight_flush && !to_death)
flush_type();
count = 0;
status();
if (mp == NULL)
return(-1);
else
return(0);
}
/*
* set_mname:
* return the monster name for the given monster
*/
char *
set_mname(THING *tp)
{
int ch;
char *mname;
static char tbuf[MAXSTR] = { 't', 'h', 'e', ' ' };
if (!see_monst(tp) && !on(player, SEEMONST))
return (terse ? "it" : "something");
else if (on(player, ISHALU))
{
move(tp->t_pos.y, tp->t_pos.x);
ch = toascii(inch());
if (!isupper(ch))
ch = rnd(26);
else
ch -= 'A';
mname = monsters[ch].m_name;
}
else
mname = monsters[tp->t_type - 'A'].m_name;
strcpy(&tbuf[4], mname);
return tbuf;
}
/*
* swing:
* Returns true if the swing hits
*/
int
swing(int at_lvl, int op_arm, int wplus)
{
int res = rnd(20);
int need = (20 - at_lvl) - op_arm;
return (res + wplus >= need);
}
/*
* roll_em:
* Roll several attacks
*/
bool
roll_em(THING *thatt, THING *thdef, THING *weap, bool hurl)
{
register struct stats *att, *def;
register char *cp;
register int ndice, nsides, def_arm;
register bool did_hit = FALSE;
register int hplus;
register int dplus;
register int damage;
att = &thatt->t_stats;
def = &thdef->t_stats;
if (weap == NULL)
{
cp = att->s_dmg;
dplus = 0;
hplus = 0;
}
else
{
hplus = (weap == NULL ? 0 : weap->o_hplus);
dplus = (weap == NULL ? 0 : weap->o_dplus);
if (weap == cur_weapon)
{
if (ISRING(LEFT, R_ADDDAM))
dplus += cur_ring[LEFT]->o_arm;
else if (ISRING(LEFT, R_ADDHIT))
hplus += cur_ring[LEFT]->o_arm;
if (ISRING(RIGHT, R_ADDDAM))
dplus += cur_ring[RIGHT]->o_arm;
else if (ISRING(RIGHT, R_ADDHIT))
hplus += cur_ring[RIGHT]->o_arm;
}
cp = weap->o_damage;
if (hurl)
{
if ((weap->o_flags&ISMISL) && cur_weapon != NULL &&
cur_weapon->o_which == weap->o_launch)
{
cp = weap->o_hurldmg;
hplus += cur_weapon->o_hplus;
dplus += cur_weapon->o_dplus;
}
else if (weap->o_launch < 0)
cp = weap->o_hurldmg;
}
}
/*
* If the creature being attacked is not running (alseep or held)
* then the attacker gets a plus four bonus to hit.
*/
if (!on(*thdef, ISRUN))
hplus += 4;
def_arm = def->s_arm;
if (def == &pstats)
{
if (cur_armor != NULL)
def_arm = cur_armor->o_arm;
if (ISRING(LEFT, R_PROTECT))
def_arm -= cur_ring[LEFT]->o_arm;
if (ISRING(RIGHT, R_PROTECT))
def_arm -= cur_ring[RIGHT]->o_arm;
}
while(cp != NULL && *cp != '\0')
{
ndice = atoi(cp);
if ((cp = strchr(cp, 'x')) == NULL)
break;
nsides = atoi(++cp);
if (swing(att->s_lvl, def_arm, hplus + str_plus[att->s_str]))
{
int proll;
proll = roll(ndice, nsides);
#ifdef MASTER
if (ndice + nsides > 0 && proll <= 0)
debug("Damage for %dx%d came out %d, dplus = %d, add_dam = %d, def_arm = %d", ndice, nsides, proll, dplus, add_dam[att->s_str], def_arm);
#endif
damage = dplus + proll + add_dam[att->s_str];
def->s_hpt -= max(0, damage);
did_hit = TRUE;
}
if ((cp = strchr(cp, '/')) == NULL)
break;
cp++;
}
return did_hit;
}
/*
* prname:
* The print name of a combatant
*/
char *
prname(char *mname, bool upper)
{
static char tbuf[MAXSTR];
*tbuf = '\0';
if (mname == 0)
strcpy(tbuf, "you");
else
strcpy(tbuf, mname);
if (upper)
*tbuf = (char) toupper(*tbuf);
return tbuf;
}
/*
* thunk:
* A missile hits a monster
*/
void
thunk(THING *weap, char *mname, bool noend)
{
if (to_death)
return;
if (weap->o_type == WEAPON)
addmsg("the %s hits ", weap_info[weap->o_which].oi_name);
else
addmsg("you hit ");
addmsg("%s", mname);
if (!noend)
endmsg();
}
/*
* hit:
* Print a message to indicate a succesful hit
*/
void
hit(char *er, char *ee, bool noend)
{
int i;
char *s;
extern char *h_names[];
if (to_death)
return;
addmsg(prname(er, TRUE));
if (terse)
s = " hit";
else
{
i = rnd(4);
if (er != NULL)
i += 4;
s = h_names[i];
}
addmsg(s);
if (!terse)
addmsg(prname(ee, FALSE));
if (!noend)
endmsg();
}
/*
* miss:
* Print a message to indicate a poor swing
*/
void
miss(char *er, char *ee, bool noend)
{
int i;
extern char *m_names[];
if (to_death)
return;
addmsg(prname(er, TRUE));
if (terse)
i = 0;
else
i = rnd(4);
if (er != NULL)
i += 4;
addmsg(m_names[i]);
if (!terse)
addmsg(" %s", prname(ee, FALSE));
if (!noend)
endmsg();
}
/*
* bounce:
* A missile misses a monster
*/
void
bounce(THING *weap, char *mname, bool noend)
{
if (to_death)
return;
if (weap->o_type == WEAPON)
addmsg("the %s misses ", weap_info[weap->o_which].oi_name);
else
addmsg("you missed ");
addmsg(mname);
if (!noend)
endmsg();
}
/*
* remove_mon:
* Remove a monster from the screen
*/
void
remove_mon(coord *mp, THING *tp, bool waskill)
{
register THING *obj, *nexti;
for (obj = tp->t_pack; obj != NULL; obj = nexti)
{
nexti = next(obj);
obj->o_pos = tp->t_pos;
detach(tp->t_pack, obj);
if (waskill)
fall(obj, FALSE);
else
discard(obj);
}
moat(mp->y, mp->x) = NULL;
mvaddch(mp->y, mp->x, tp->t_oldch);
detach(mlist, tp);
if (on(*tp, ISTARGET))
{
kamikaze = FALSE;
to_death = FALSE;
if (fight_flush)
flush_type();
}
discard(tp);
}
/*
* killed:
* Called to put a monster to death
*/
void
killed(THING *tp, bool pr)
{
char *mname;
pstats.s_exp += tp->t_stats.s_exp;
/*
* If the monster was a venus flytrap, un-hold him
*/
switch (tp->t_type)
{
case 'F':
player.t_flags &= ~ISHELD;
vf_hit = 0;
strcpy(monsters['F'-'A'].m_stats.s_dmg, "000x0");
when 'L':
{
THING *gold;
if (fallpos(&tp->t_pos, &tp->t_room->r_gold) && level >= max_level)
{
gold = new_item();
gold->o_type = GOLD;
gold->o_goldval = GOLDCALC;
if (save(VS_MAGIC))
gold->o_goldval += GOLDCALC + GOLDCALC
+ GOLDCALC + GOLDCALC;
attach(tp->t_pack, gold);
}
}
}
/*
* Get rid of the monster.
*/
mname = set_mname(tp);
remove_mon(&tp->t_pos, tp, TRUE);
if (pr)
{
if (has_hit)
{
addmsg(". Defeated ");
has_hit = FALSE;
}
else
{
if (!terse)
addmsg("you have ");
addmsg("defeated ");
}
msg(mname);
}
/*
* Do adjustments if he went up a level
*/
check_level();
if (fight_flush)
flush_type();
}

66
game/armor.go Normal file
View File

@@ -0,0 +1,66 @@
package game
// armor.c — misc functions for dealing with armor.
// wear lets the player put armor on (armor.c wear).
func (g *RogueGame) wear() {
p := &g.Player
obj := g.getItem("wear", KindArmor)
if obj == nil {
return
}
if p.CurArmor != nil {
g.addmsg("you are already wearing some")
if !g.Options.Terse {
g.addmsg(". You'll have to take it off first")
}
g.endmsg()
g.After = false
return
}
if obj.Kind != KindArmor {
g.msg("you can't wear that")
return
}
g.wasteTime()
obj.Flags.Set(Known)
sp := g.invName(obj, true)
p.CurArmor = obj
if !g.Options.Terse {
g.addmsg("you are now ")
}
g.msg("wearing %s", sp)
}
// takeOff gets the armor off of the player's back (armor.c take_off).
func (g *RogueGame) takeOff() {
p := &g.Player
obj := p.CurArmor
if obj == nil {
g.After = false
if g.Options.Terse {
g.msg("not wearing armor")
} else {
g.msg("you aren't wearing any armor")
}
return
}
if !g.dropCheck(p.CurArmor) {
return
}
p.CurArmor = nil
if g.Options.Terse {
g.addmsg("was")
} else {
g.addmsg("you used to be")
}
g.msg(" wearing %c) %s", obj.PackCh, g.invName(obj, true))
}
// wasteTime does nothing but let other things happen (armor.c waste_time).
func (g *RogueGame) wasteTime() {
g.DoDaemons(Before)
g.DoFuses(Before)
g.DoDaemons(After)
g.DoFuses(After)
}

395
game/chase.go Normal file
View File

@@ -0,0 +1,395 @@
package game
// chase.c — code for one creature to chase another.
// dragonShot: one chance in DRAGONSHOT that a dragon will flame.
const dragonShot = 5
// runners makes all the running monsters move (chase.c runners).
func (g *RogueGame) runners(int) {
list := append([]*Monster(nil), g.Level.Monsters...)
for _, tp := range list {
if !tp.On(Held) && tp.On(Awake) {
origPos := tp.Pos
wastarget := tp.On(Targeted)
if g.moveMonst(tp) == -1 {
continue
}
if tp.On(Flying) && distCp(g.Player.Pos, tp.Pos) >= 3 {
if g.moveMonst(tp) == -1 {
continue
}
}
if wastarget && origPos != tp.Pos {
tp.Flags.Clear(Targeted)
g.ToDeath = false
}
}
}
if g.HasHit {
g.endmsg()
g.HasHit = false
}
}
// moveMonst executes a single turn of running for a monster (chase.c
// move_monst). Returns -1 if the monster died or left the level.
func (g *RogueGame) moveMonst(tp *Monster) int {
if !tp.On(Slowed) || tp.Turn {
if g.doChase(tp) == -1 {
return -1
}
}
if tp.On(Hasted) {
if g.doChase(tp) == -1 {
return -1
}
}
tp.Turn = !tp.Turn
return 0
}
// relocate makes the monster's new location be the specified one, updating
// all the relevant state (chase.c relocate).
func (g *RogueGame) relocate(th *Monster, newLoc Coord) {
if newLoc != th.Pos {
g.mvaddch(th.Pos.Y, th.Pos.X, th.OldCh)
th.Room = g.roomin(newLoc)
g.setOldch(th, newLoc)
oroom := th.Room
g.Level.SetMonsterAt(th.Pos.Y, th.Pos.X, nil)
if oroom != th.Room {
th.Dest = g.findDest(th)
}
th.Pos = newLoc
g.Level.SetMonsterAt(newLoc.Y, newLoc.X, th)
}
g.move(newLoc.Y, newLoc.X)
if g.seeMonst(th) {
g.addch(th.Disguise)
} else if g.Player.On(SenseMonsters) {
g.standout()
g.addch(th.Type)
g.standend()
}
}
// doChase makes one thing chase another (chase.c do_chase). Returns -1 if
// the chaser died in the attempt.
func (g *RogueGame) doChase(th *Monster) int {
p := &g.Player
stoprun := false // true means we are there
mindist := 32767
rer := th.Room // find room of chaser
if th.On(Greedy) && rer.GoldVal == 0 {
th.Dest = &p.Pos // if gold has been taken, run after hero
}
var ree *Room // find room of chasee
if th.Dest == &p.Pos {
ree = p.Room
} else {
ree = g.roomin(*th.Dest)
}
// We don't count doors as inside rooms for this routine
door := g.Level.Char(th.Pos.Y, th.Pos.X) == Door
var this Coord
over:
// If the object of our desire is in a different room, and we are not
// in a corridor, run to the door nearest to our goal.
if rer != ree {
for i := range rer.Exits {
curdist := distCp(*th.Dest, rer.Exits[i])
if curdist < mindist {
this = rer.Exits[i]
mindist = curdist
}
}
if door {
rer = &g.Level.Passages[*g.Level.FlagsAt(th.Pos.Y, th.Pos.X)&FPassNum]
door = false
goto over
}
} else {
this = *th.Dest
// For dragons check and see if (a) the hero is on a straight line
// from it, and (b) that it is within shooting distance, but
// outside of striking range.
if th.Type == 'D' && (th.Pos.Y == p.Pos.Y || th.Pos.X == p.Pos.X ||
abs(th.Pos.Y-p.Pos.Y) == abs(th.Pos.X-p.Pos.X)) &&
distCp(th.Pos, p.Pos) <= BoltLength*BoltLength &&
!th.On(Cancelled) && g.rnd(dragonShot) == 0 {
g.Delta.Y = sign(p.Pos.Y - th.Pos.Y)
g.Delta.X = sign(p.Pos.X - th.Pos.X)
if g.HasHit {
g.endmsg()
}
g.fireBolt(th.Pos, &g.Delta, "flame")
g.Running = false
g.Count = 0
g.Quiet = 0
if g.ToDeath && !th.On(Targeted) {
g.ToDeath = false
g.Kamikaze = false
}
return 0
}
}
// This now contains what we want to run to this time so we run to it.
// If we hit it we either want to fight it or stop running
if !g.chase(th, this) {
if this == p.Pos {
return g.attack(th)
} else if this == *th.Dest {
for _, obj := range g.Level.Objects {
if th.Dest == &obj.Pos {
detachObj(&g.Level.Objects, obj)
attachObj(&th.Pack, obj)
if th.Room.Flags.Has(Gone) {
g.Level.SetChar(obj.Pos.Y, obj.Pos.X, Passage)
} else {
g.Level.SetChar(obj.Pos.Y, obj.Pos.X, Floor)
}
th.Dest = g.findDest(th)
break
}
}
if th.Type != 'F' {
stoprun = true
}
}
} else {
if th.Type == 'F' {
return 0
}
}
g.relocate(th, g.chRet)
// And stop running if need be
if stoprun && th.Pos == *th.Dest {
th.Flags.Clear(Awake)
}
return 0
}
// chase finds the spot for the chaser to move closer to the chasee
// (chase.c chase). Returns true if we want to keep on chasing later, false
// if we reach the goal. The chosen spot lands in g.chRet.
func (g *RogueGame) chase(tp *Monster, ee Coord) bool {
p := &g.Player
er := tp.Pos
plcnt := 1
var curdist int
// If the thing is confused, let it move randomly. Invisible Stalkers
// are slightly confused all of the time, and bats are quite confused
// all the time
if (tp.On(Confused) && g.rnd(5) != 0) || (tp.Type == 'P' && g.rnd(5) == 0) ||
(tp.Type == 'B' && g.rnd(2) == 0) {
// get a valid random move
g.chRet = g.rndmove(&tp.Creature)
curdist = distCp(g.chRet, ee)
// Small chance that it will become un-confused
if g.rnd(20) == 0 {
tp.Flags.Clear(Confused)
}
} else {
// Otherwise, find the empty spot next to the chaser that is
// closest to the chasee. This will eventually hold where we move
// to get closer. If we can't find an empty spot, we stay where we
// are.
curdist = distCp(er, ee)
g.chRet = er
ey := er.Y + 1
if ey >= NumLines-1 {
ey = NumLines - 2
}
ex := er.X + 1
if ex >= NumCols {
ex = NumCols - 1
}
for x := er.X - 1; x <= ex; x++ {
if x < 0 {
continue
}
for y := er.Y - 1; y <= ey; y++ {
tryp := Coord{X: x, Y: y}
if !g.diagOk(er, tryp) {
continue
}
ch := g.Level.VisibleChar(y, x)
if stepOk(ch) {
// If it is a scroll, it might be a scare monster
// scroll so we need to look it up to see what type
// it is.
if ch == Scroll {
var found *Object
for _, obj := range g.Level.Objects {
if y == obj.Pos.Y && x == obj.Pos.X {
found = obj
break
}
}
if found != nil && found.ScrollKind() == ScrollScareMonster {
continue
}
}
// It can also be a Xeroc, which we shouldn't step on
if m := g.Level.MonsterAt(y, x); m != nil && m.Type == 'X' {
continue
}
// If we didn't find any scrolls at this place or it
// wasn't a scare scroll, then this place counts
thisdist := distance(y, x, ee.Y, ee.X)
if thisdist < curdist {
plcnt = 1
g.chRet = tryp
curdist = thisdist
} else if thisdist == curdist {
if plcnt++; g.rnd(plcnt) == 0 {
g.chRet = tryp
curdist = thisdist
}
}
}
}
}
}
return curdist != 0 && g.chRet != p.Pos
}
// setOldch sets the oldch character for the monster (chase.c set_oldch).
func (g *RogueGame) setOldch(tp *Monster, cp Coord) {
if tp.Pos == cp {
return
}
sch := tp.OldCh
tp.OldCh = g.mvinch(cp.Y, cp.X)
if !g.Player.On(Blind) {
if (sch == Floor || tp.OldCh == Floor) && tp.Room.Flags.Has(Dark) {
tp.OldCh = ' '
} else if distCp(cp, g.Player.Pos) <= LampDist && g.Options.SeeFloor {
tp.OldCh = g.Level.Char(cp.Y, cp.X)
}
}
}
// seeMonst returns true if the hero can see the monster (chase.c
// see_monst).
func (g *RogueGame) seeMonst(mp *Monster) bool {
p := &g.Player
if p.On(Blind) {
return false
}
if mp.On(Invisible) && !p.On(CanSeeInvisible) {
return false
}
y, x := mp.Pos.Y, mp.Pos.X
if distance(y, x, p.Pos.Y, p.Pos.X) < LampDist {
if y != p.Pos.Y && x != p.Pos.X &&
!stepOk(g.Level.Char(y, p.Pos.X)) && !stepOk(g.Level.Char(p.Pos.Y, x)) {
return false
}
return true
}
if mp.Room != p.Room {
return false
}
return !mp.Room.Flags.Has(Dark)
}
// runto sets a monster running after the hero (chase.c runto).
func (g *RogueGame) runto(runner Coord) {
tp := g.Level.MonsterAt(runner.Y, runner.X)
if tp == nil {
return
}
// Start the beastie running
tp.Flags.Set(Awake)
tp.Flags.Clear(Held)
tp.Dest = g.findDest(tp)
}
// roomin finds what room some coordinates are in; nil means they aren't in
// any room (chase.c roomin).
func (g *RogueGame) roomin(cp Coord) *Room {
fp := *g.Level.FlagsAt(cp.Y, cp.X)
if fp.Has(FPassage) {
return &g.Level.Passages[fp&FPassNum]
}
for i := range g.Level.Rooms {
rp := &g.Level.Rooms[i]
if cp.X <= rp.Pos.X+rp.Max.X && rp.Pos.X <= cp.X &&
cp.Y <= rp.Pos.Y+rp.Max.Y && rp.Pos.Y <= cp.Y {
return rp
}
}
g.msg("in some bizarre place (%d, %d)", cp.Y, cp.X)
return nil
}
// diagOk checks to see if a diagonal move is legal (chase.c diag_ok).
func (g *RogueGame) diagOk(sp, ep Coord) bool {
if ep.X < 0 || ep.X >= NumCols || ep.Y <= 0 || ep.Y >= NumLines-1 {
return false
}
if ep.X == sp.X || ep.Y == sp.Y {
return true
}
return stepOk(g.Level.Char(ep.Y, sp.X)) && stepOk(g.Level.Char(sp.Y, ep.X))
}
// cansee returns true if the hero can see a certain coordinate (chase.c
// cansee).
func (g *RogueGame) cansee(y, x int) bool {
p := &g.Player
if p.On(Blind) {
return false
}
if distance(y, x, p.Pos.Y, p.Pos.X) < LampDist {
if g.Level.FlagsAt(y, x).Has(FPassage) {
if y != p.Pos.Y && x != p.Pos.X &&
!stepOk(g.Level.Char(y, p.Pos.X)) &&
!stepOk(g.Level.Char(p.Pos.Y, x)) {
return false
}
}
return true
}
// We can only see if the hero is in the same room as the coordinate
// and the room is lit, or if it is close.
rer := g.roomin(Coord{X: x, Y: y})
return rer == p.Room && !rer.Flags.Has(Dark)
}
// findDest finds the proper destination for the monster (chase.c
// find_dest).
func (g *RogueGame) findDest(tp *Monster) *Coord {
prob := g.Monsters[tp.Type-'A'].Carry
if prob <= 0 || tp.Room == g.Player.Room || g.seeMonst(tp) {
return &g.Player.Pos
}
for _, obj := range g.Level.Objects {
if obj.Kind == KindScroll && obj.ScrollKind() == ScrollScareMonster {
continue
}
if g.roomin(obj.Pos) == tp.Room && g.rnd(100) < prob {
claimed := false
for _, other := range g.Level.Monsters {
if other.Dest == &obj.Pos {
claimed = true
break
}
}
if !claimed {
return &obj.Pos
}
}
}
return &g.Player.Pos
}

771
game/command.go Normal file
View File

@@ -0,0 +1,771 @@
package game
// command.c — read and execute the user commands.
// command processes one player command, with its BEFORE/AFTER daemon
// bracketing (command.c command).
func (g *RogueGame) command() {
p := &g.Player
ntimes := 1 // number of player moves
if p.On(Hasted) {
ntimes++
}
// Let the daemons start up
g.DoDaemons(Before)
g.DoFuses(Before)
for ; ntimes > 0; ntimes-- {
g.Again = false
if g.HasHit {
g.endmsg()
g.HasHit = false
}
// these are illegal things for the player to be, so if any are
// set, someone's been poking in memory
if p.On(Slowed | Greedy | Invisible | Regenerates | Targeted) {
panic("player flags corrupted")
}
g.look(true)
if !g.Running {
g.DoorStop = false
}
g.status()
g.LastScore = p.Purse
g.move(p.Pos.Y, p.Pos.X)
if !((g.Running || g.Count != 0) && g.Options.Jump) {
g.refresh() // draw screen
}
g.Take = 0
g.After = true
// Read command or continue run
if g.Wizard {
g.NoScore = true
}
var ch byte
if g.NoCommand == 0 {
if g.Running || g.ToDeath {
ch = g.RunCh
} else if g.Count != 0 {
ch = g.countCh
} else {
ch = g.readchar()
g.MoveOn = false
if g.Msgs.Mpos != 0 { // erase message if its there
g.msg("")
}
}
} else {
ch = '.'
}
if g.NoCommand != 0 {
if g.NoCommand--; g.NoCommand == 0 {
p.Flags.Set(Awake)
g.msg("you can move again")
}
} else {
// check for prefixes
g.newCount = false
if isDigit(ch) {
g.Count = 0
g.newCount = true
for isDigit(ch) {
g.Count = g.Count*10 + int(ch-'0')
if g.Count > 255 {
g.Count = 255
}
ch = g.readchar()
}
g.countCh = ch
// turn off count for commands which don't make sense
// to repeat
switch ch {
case CTRL('B'), CTRL('H'), CTRL('J'), CTRL('K'),
CTRL('L'), CTRL('N'), CTRL('U'), CTRL('Y'),
'.', 'a', 'b', 'h', 'j', 'k', 'l', 'm', 'n', 'q',
'r', 's', 't', 'u', 'y', 'z', 'B', 'C', 'H', 'I',
'J', 'K', 'L', 'N', 'U', 'Y',
CTRL('D'), CTRL('A'):
default:
g.Count = 0
}
}
// execute a command
if g.Count != 0 && !g.Running {
g.Count--
}
if ch != 'a' && ch != Escape &&
!(g.Running || g.Count != 0 || g.ToDeath) {
g.LLastComm = g.LastComm
g.LLastDir = g.LastDir
g.LLastPick = g.LastPick
g.LastComm = ch
g.LastDir = 0
g.LastPick = nil
}
g.dispatch(ch)
// turn off flags if no longer needed
if !g.Running {
g.DoorStop = false
}
}
// If he ran into something to take, let him pick it up.
if g.Take != 0 {
g.pickUp(g.Take)
}
if !g.Running {
g.DoorStop = false
}
if !g.After {
ntimes++
}
}
g.DoDaemons(After)
g.DoFuses(After)
if p.IsRing(Left, RingSearching) {
g.search()
} else if p.IsRing(Left, RingTeleportation) && g.rnd(50) == 0 {
g.teleport()
}
if p.IsRing(Right, RingSearching) {
g.search()
} else if p.IsRing(Right, RingTeleportation) && g.rnd(50) == 0 {
g.teleport()
}
}
// dispatch runs one command character (the big switch in command.c,
// including its `goto over` re-dispatch).
func (g *RogueGame) dispatch(ch byte) {
p := &g.Player
over:
switch ch {
case ',':
var found *Object
for _, obj := range g.Level.Objects {
if obj.Pos.Y == p.Pos.Y && obj.Pos.X == p.Pos.X {
found = obj
break
}
}
if found != nil {
if !g.levitCheck() {
g.pickUp(found.Kind.Glyph())
}
} else {
if !g.Options.Terse {
g.addmsg("there is ")
}
g.addmsg("nothing here")
if !g.Options.Terse {
g.addmsg(" to pick up")
}
g.endmsg()
}
case '!':
g.shell()
case 'h':
g.doMove(0, -1)
case 'j':
g.doMove(1, 0)
case 'k':
g.doMove(-1, 0)
case 'l':
g.doMove(0, 1)
case 'y':
g.doMove(-1, -1)
case 'u':
g.doMove(-1, 1)
case 'b':
g.doMove(1, -1)
case 'n':
g.doMove(1, 1)
case 'H':
g.doRun('h')
case 'J':
g.doRun('j')
case 'K':
g.doRun('k')
case 'L':
g.doRun('l')
case 'Y':
g.doRun('y')
case 'U':
g.doRun('u')
case 'B':
g.doRun('b')
case 'N':
g.doRun('n')
case CTRL('H'), CTRL('J'), CTRL('K'), CTRL('L'),
CTRL('Y'), CTRL('U'), CTRL('B'), CTRL('N'):
if !p.On(Blind) {
g.DoorStop = true
g.Firstmove = true
}
if g.Count != 0 && !g.newCount {
ch = g.direction
} else {
ch += 'A' - CTRL('A')
g.direction = ch
}
goto over
case 'F', 'f':
if ch == 'F' {
g.Kamikaze = true
}
if !g.getDir() {
g.After = false
break
}
g.Delta.Y += p.Pos.Y
g.Delta.X += p.Pos.X
mp := g.Level.MonsterAt(g.Delta.Y, g.Delta.X)
if mp == nil || (!g.seeMonst(mp) && !p.On(SenseMonsters)) {
if !g.Options.Terse {
g.addmsg("I see ")
}
g.msg("no monster there")
g.After = false
} else if g.diagOk(p.Pos, g.Delta) {
g.ToDeath = true
g.MaxHit = 0
mp.Flags.Set(Targeted)
g.RunCh = g.DirCh
ch = g.DirCh
goto over
}
case 't':
if !g.getDir() {
g.After = false
} else {
g.missile(g.Delta.Y, g.Delta.X)
}
case 'a':
if g.LastComm == 0 {
g.msg("you haven't typed a command yet")
g.After = false
} else {
ch = g.LastComm
g.Again = true
goto over
}
case 'q':
g.quaff()
case 'Q':
g.After = false
g.QComm = true
g.quit(0)
g.QComm = false
case 'i':
g.After = false
g.inventory(p.Pack, 0)
case 'I':
g.After = false
g.pickyInven()
case 'd':
g.dropIt()
case 'r':
g.readScroll()
case 'e':
g.eat()
case 'w':
g.wield()
case 'W':
g.wear()
case 'T':
g.takeOff()
case 'P':
g.ringOn()
case 'R':
g.ringOff()
case 'o':
g.option()
g.After = false
case 'c':
g.call()
g.After = false
case '>':
g.After = false
g.dLevel()
case '<':
g.After = false
g.uLevel()
case '?':
g.After = false
g.help()
case '/':
g.After = false
g.identify()
case 's':
g.search()
case 'z':
if g.getDir() {
g.doZap()
} else {
g.After = false
}
case 'D':
g.After = false
g.discovered()
case CTRL('P'):
g.After = false
g.msg("%s", g.Msgs.Huh)
case CTRL('R'):
g.After = false
g.refresh()
case 'v':
g.After = false
g.msg("version %s. (mctesq was here)", Release)
case 'S':
g.After = false
g.saveGame()
case '.':
// rest command
case ' ':
g.After = false // "legal" illegal command
case '^':
g.After = false
if g.getDir() {
g.Delta.Y += p.Pos.Y
g.Delta.X += p.Pos.X
fp := g.Level.FlagsAt(g.Delta.Y, g.Delta.X)
if !g.Options.Terse {
g.addmsg("You have found ")
}
if g.Level.Char(g.Delta.Y, g.Delta.X) != Trap {
g.msg("no trap there")
} else if p.On(Hallucinating) {
g.msg("%s", trName[g.rnd(NumTrapTypes)])
} else {
g.msg("%s", trName[*fp&FTrapMask])
fp.Set(FSeen)
}
}
case Escape: // escape
g.DoorStop = false
g.Count = 0
g.After = false
g.Again = false
case 'm':
g.MoveOn = true
if !g.getDir() {
g.After = false
} else {
ch = g.DirCh
g.countCh = g.DirCh
goto over
}
case ')':
g.current(p.CurWeapon, "wielding", "")
case ']':
g.current(p.CurArmor, "wearing", "")
case '=':
g.current(p.CurRing[Left], "wearing",
g.chooseTerse("(L)", "on left hand"))
g.current(p.CurRing[Right], "wearing",
g.chooseTerse("(R)", "on right hand"))
case '@':
g.StatMsg = true
g.status()
g.StatMsg = false
g.After = false
default:
g.After = false
if g.Wizard {
g.wizardCommand(ch)
} else {
g.illcom(ch)
}
}
}
// wizardCommand handles the MASTER debug commands (command.c).
func (g *RogueGame) wizardCommand(ch byte) {
p := &g.Player
switch ch {
case '|':
g.msg("@ %d,%d", p.Pos.Y, p.Pos.X)
case 'C':
g.createObj()
case '$':
g.msg("inpack = %d", p.Inpack)
case CTRL('G'):
g.inventory(g.Level.Objects, 0)
case CTRL('W'):
g.whatis(false, 0)
case CTRL('D'):
g.Depth++
g.NewLevel()
case CTRL('A'):
g.Depth--
g.NewLevel()
case CTRL('F'):
g.showMap()
case CTRL('T'):
g.teleport()
case CTRL('E'):
g.msg("food left: %d", p.FoodLeft)
case CTRL('C'):
g.addPass()
case CTRL('X'):
g.turnSee(p.On(SenseMonsters))
case CTRL('~'):
if item := g.getItem("charge", KindWand); item != nil {
item.Charges = 10000
}
case CTRL('I'):
for range 9 {
g.raiseLevel()
}
// Give him a sword (+1,+1)
obj := newObject()
g.initWeapon(obj, WeaponTwoHandedSword)
obj.HPlus = 1
obj.DPlus = 1
g.addPack(obj, true)
p.CurWeapon = obj
// And his suit of armor
obj = newObject()
obj.Kind = KindArmor
obj.Which = int(ArmorPlateMail)
obj.ArmorClass = -5
obj.Flags.Set(Known)
obj.Count = 1
p.CurArmor = obj
g.addPack(obj, true)
case '*':
g.prList()
default:
g.illcom(ch)
}
}
// illcom reports an illegal command (command.c illcom).
func (g *RogueGame) illcom(ch byte) {
g.Msgs.SaveMsg = false
g.Count = 0
g.msg("illegal command '%s'", unctrl(ch))
g.Msgs.SaveMsg = true
}
// search gropes about to find hidden things (command.c search).
func (g *RogueGame) search() {
p := &g.Player
ey := p.Pos.Y + 1
ex := p.Pos.X + 1
probinc := 0
if p.On(Hallucinating) {
probinc = 3
}
if p.On(Blind) {
probinc += 2
}
found := false
for y := p.Pos.Y - 1; y <= ey; y++ {
for x := p.Pos.X - 1; x <= ex; x++ {
if y == p.Pos.Y && x == p.Pos.X {
continue
}
fp := g.Level.FlagsAt(y, x)
if fp.Has(FReal) {
continue
}
foundone := false
switch g.Level.Char(y, x) {
case '|', '-':
if g.rnd(5+probinc) != 0 {
break
}
g.Level.SetChar(y, x, Door)
g.msg("a secret door")
foundone = true
case Floor:
if g.rnd(2+probinc) != 0 {
break
}
g.Level.SetChar(y, x, Trap)
if !g.Options.Terse {
g.addmsg("you found ")
}
if p.On(Hallucinating) {
g.msg("%s", trName[g.rnd(NumTrapTypes)])
} else {
g.msg("%s", trName[*fp&FTrapMask])
fp.Set(FSeen)
}
foundone = true
case ' ':
if g.rnd(3+probinc) != 0 {
break
}
g.Level.SetChar(y, x, Passage)
foundone = true
}
if foundone {
found = true
fp.Set(FReal)
g.Count = 0
g.Running = false
}
}
}
if found {
g.look(false)
}
}
// help gives single character help, or the whole mess if he wants it
// (command.c help).
func (g *RogueGame) help() {
g.msg("character you want help for (* for all): ")
helpch := g.readchar()
g.Msgs.Mpos = 0
// If it's not a *, print the right help string or an error if he
// typed a funny character.
if helpch != '*' {
g.move(0, 0)
for _, strp := range helpStr {
if strp.Ch == helpch {
g.Msgs.LowerMsg = true
g.msg("%s%s", unctrl(strp.Ch), strp.Desc)
g.Msgs.LowerMsg = false
return
}
}
g.msg("unknown character '%s'", unctrl(helpch))
return
}
// Here we print help for everything, then wait before we return to
// command mode.
numprint := 0
for _, strp := range helpStr {
if strp.Print {
numprint++
}
}
if numprint&1 == 1 { // round odd numbers up
numprint++
}
numprint /= 2
if numprint > NumLines-1 {
numprint = NumLines - 1
}
hw := g.scr.Hw
hw.Clear()
cnt := 0
for _, strp := range helpStr {
if !strp.Print {
continue
}
x := 0
if cnt >= numprint {
x = NumCols / 2
}
hw.Move(cnt%numprint, x)
if strp.Ch != 0 {
hw.AddStr(unctrl(strp.Ch))
}
hw.AddStr(strp.Desc)
if cnt++; cnt >= numprint*2 {
break
}
}
hw.MvAddStr(NumLines-1, 0, "--Press space to continue--")
g.scr.RefreshWin(hw)
g.waitFor(' ')
g.msg("")
g.refresh()
}
// identList is command.c's static ident_list.
var identList = []helpEntry{
{'|', "wall of a room", false},
{'-', "wall of a room", false},
{Gold, "gold", false},
{Stairs, "a staircase", false},
{Door, "door", false},
{Floor, "room floor", false},
{PlayerCh, "you", false},
{Passage, "passage", false},
{Trap, "trap", false},
{Potion, "potion", false},
{Scroll, "scroll", false},
{Food, "food", false},
{Weapon, "weapon", false},
{' ', "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).
func (g *RogueGame) identify() {
g.msg("what do you want identified? ")
ch := g.readchar()
g.Msgs.Mpos = 0
if ch == Escape {
g.msg("")
return
}
var str string
if isUpper(ch) {
str = g.Monsters[ch-'A'].Name
} else {
str = "unknown character"
for _, hp := range identList {
if hp.Ch == ch {
str = hp.Desc
break
}
}
}
g.msg("'%s': %s", unctrl(ch), str)
}
// dLevel: he wants to go down a level (command.c d_level).
func (g *RogueGame) dLevel() {
if g.levitCheck() {
return
}
if g.Level.Char(g.Player.Pos.Y, g.Player.Pos.X) != Stairs {
g.msg("I see no way down")
} else {
g.Depth++
g.SeenStairs = false
g.NewLevel()
}
}
// uLevel: he wants to go up a level (command.c u_level).
func (g *RogueGame) uLevel() {
if g.levitCheck() {
return
}
if g.Level.Char(g.Player.Pos.Y, g.Player.Pos.X) == Stairs {
if g.HasAmulet {
g.Depth--
if g.Depth == 0 {
g.totalWinner()
}
g.NewLevel()
g.msg("you feel a wrenching sensation in your gut")
} else {
g.msg("your way is magically blocked")
}
} else {
g.msg("I see no way up")
}
}
// levitCheck checks whether she's levitating, and if she is, prints an
// appropriate message (command.c levit_check).
func (g *RogueGame) levitCheck() bool {
if !g.Player.On(Levitating) {
return false
}
g.msg("You can't. You're floating off the ground!")
return true
}
// call allows a user to call a potion, scroll, or ring something
// (command.c call).
func (g *RogueGame) call() {
obj := g.getItem("call", KindCallable)
// Make certain that it is something that we want to name
if obj == nil {
return
}
var op *ObjInfo
var elsewise string
var know *bool
var guess *string
it := &g.Items
switch obj.Kind {
case KindRing:
op = &it.Rings[obj.Which]
elsewise = it.RingStones[obj.Which]
case KindPotion:
op = &it.Potions[obj.Which]
elsewise = it.PotColors[obj.Which]
case KindScroll:
op = &it.Scrolls[obj.Which]
elsewise = it.ScrNames[obj.Which]
case KindWand:
op = &it.Sticks[obj.Which]
elsewise = it.WandMade[obj.Which]
case KindFood:
g.msg("you can't call that anything")
return
default:
guess = &obj.Label
elsewise = obj.Label
}
fromGuess := false
if op != nil {
know = &op.Know
guess = &op.Guess
if *guess != "" {
elsewise = *guess
fromGuess = true
}
} else {
fromGuess = elsewise != "" && elsewise == *guess
}
if know != nil && *know {
g.msg("that has already been identified")
return
}
if fromGuess {
if !g.Options.Terse {
g.addmsg("Was ")
}
g.msg("called \"%s\"", elsewise)
}
g.msg("%s", g.chooseTerse("call it: ", "what do you want to call it? "))
buf := elsewise
if g.getStr(&buf, g.scr.Std) == Norm {
*guess = buf
}
}
// current prints the current weapon/armor (command.c current).
func (g *RogueGame) current(cur *Object, how, where string) {
g.After = false
if cur != nil {
if !g.Options.Terse {
g.addmsg("you are %s (", how)
}
g.InvDescribe = false
g.addmsg("%c) %s", cur.PackCh, g.invName(cur, true))
g.InvDescribe = true
if where != "" {
g.addmsg(" %s", where)
}
g.endmsg()
} else {
if !g.Options.Terse {
g.addmsg("you are ")
}
g.addmsg("%s nothing", how)
if where != "" {
g.addmsg(" %s", where)
}
g.endmsg()
}
}
// shell lets them escape for a while (main.c shell). The terminal decides
// how to actually suspend; headless terminals just decline.
func (g *RogueGame) shell() {
g.After = false
if se, ok := g.scr.term.(interface{ ShellEscape() }); ok {
g.InShell = true
se.ShellEscape()
g.InShell = false
g.refresh()
} else {
g.msg("shell escape is not available")
}
}

65
game/creature.go Normal file
View File

@@ -0,0 +1,65 @@
package game
// Creature is the _t arm of the C THING union: the player or a monster.
type Creature struct {
Pos Coord // position
Turn bool // if slowed, is it a turn to move
Type byte // what it is: 'A'..'Z' for monsters, '@' for the player
Disguise byte // what mimic looks like
OldCh byte // character that was where it was
Dest *Coord // where it is running to — aliases live coords (hero pos, room gold, another monster's pos)
Flags CreatureFlags
Stats Stats
Room *Room // current room for thing
Pack []*Object // what the thing is carrying
}
// Monster is a hostile creature on the level.
type Monster struct {
Creature
}
// Player embeds Creature and owns the player-only state that was global
// in the C sources (cur_armor, purse, food_left, ...).
type Player struct {
Creature
CurArmor *Object // what he is wearing
CurWeapon *Object // which weapon he is wielding
CurRing [2]*Object // which rings are being worn (Left/Right)
PackUsed [26]bool // is the character used in the pack?
Inpack int // number of things in pack
Purse int // how much gold he has
FoodLeft int // amount of food in hero's stomach
HungryState int // how hungry is he (0..3)
NoFood int // number of levels without food
MaxStats Stats // the maximum for the player
VfHit int // number of times the flytrap has hit
}
// On is the C on(thing, flag) macro.
func (c *Creature) On(f CreatureFlags) bool { return c.Flags.Has(f) }
// IsRing is the C ISRING(hand, ring) macro.
func (p *Player) IsRing(hand int, ring RingKind) bool {
return p.CurRing[hand] != nil && p.CurRing[hand].RingKind() == ring
}
// IsWearing is the C ISWEARING(ring) macro: is the ring on either hand.
func (p *Player) IsWearing(ring RingKind) bool {
return p.IsRing(Left, ring) || p.IsRing(Right, ring)
}
// attachMon pushes a monster onto the front of a list (list.c attach).
func attachMon(list *[]*Monster, item *Monster) {
*list = append([]*Monster{item}, *list...)
}
// detachMon removes a monster (by identity) from a list (list.c detach).
func detachMon(list *[]*Monster, item *Monster) {
for i, m := range *list {
if m == item {
*list = append((*list)[:i], (*list)[i+1:]...)
return
}
}
}

139
game/daemon.go Normal file
View File

@@ -0,0 +1,139 @@
package game
// daemon.c — the daemon/fuse scheduler.
//
// C identifies daemons and fuses by function pointer; the port uses DaemonID
// (which the C save format itself resorted to when serializing d_list), and
// dispatches through one switch in daemons.go.
// DaemonID names a daemon/fuse callback. The numeric values match the
// function-pointer-to-int mapping in state.c rs_write_daemons.
type DaemonID int
const (
DNone DaemonID = 0
DRollwand DaemonID = 1
DDoctor DaemonID = 2
DStomach DaemonID = 3
DRunners DaemonID = 4
DSwander DaemonID = 5
DNohaste DaemonID = 6
DUnconfuse DaemonID = 7
DUnsee DaemonID = 8
DSight DaemonID = 9
// Fuses beyond the C save map (state.c never saved these; the Go save
// format handles them uniformly).
DVisuals DaemonID = 10
DComeDown DaemonID = 11
DLand DaemonID = 12
DTurnSee DaemonID = 13 // potions.c casts turn_see to a fuse callback
)
// Scheduling phases and slot states (daemon.c).
const (
dEmpty = 0
Before = 1 // run before the player's command
After = 2 // run after the player's command
daemonTime = -1 // d_time sentinel: a recurring daemon, not a fuse
)
// delayedAction is rogue.h struct delayed_action.
type delayedAction struct {
Type int // dEmpty, Before or After
Func DaemonID
Arg int
Time int // daemonTime for daemons; remaining turns for fuses
}
// DaemonList is the C d_list[MAXDAEMONS] plus the file statics that ride
// along with the daemon system.
type DaemonList struct {
List [MaxDaemons]delayedAction
Between int // daemons.c rollwand static `between`
}
// dSlot finds an empty slot in the daemon/fuse list (daemon.c d_slot).
func (g *RogueGame) dSlot() *delayedAction {
for i := range g.Daemons.List {
if g.Daemons.List[i].Type == dEmpty {
return &g.Daemons.List[i]
}
}
panic("ran out of fuse slots") // C: debug message in MASTER, NULL deref otherwise
}
// findSlot finds a particular slot in the table (daemon.c find_slot).
func (g *RogueGame) findSlot(f DaemonID) *delayedAction {
for i := range g.Daemons.List {
d := &g.Daemons.List[i]
if d.Type != dEmpty && d.Func == f {
return d
}
}
return nil
}
// StartDaemon starts a recurring daemon (daemon.c start_daemon).
func (g *RogueGame) StartDaemon(f DaemonID, arg, typ int) {
dev := g.dSlot()
dev.Type = typ
dev.Func = f
dev.Arg = arg
dev.Time = daemonTime
}
// KillDaemon removes a daemon from the list (daemon.c kill_daemon).
func (g *RogueGame) KillDaemon(f DaemonID) {
if dev := g.findSlot(f); dev != nil {
dev.Type = dEmpty
}
}
// DoDaemons runs all the daemons that are active with the current flag
// (daemon.c do_daemons).
func (g *RogueGame) DoDaemons(flag int) {
for i := range g.Daemons.List {
dev := &g.Daemons.List[i]
if dev.Type == flag && dev.Time == daemonTime {
g.runDaemon(dev.Func, dev.Arg)
}
}
}
// Fuse starts a countdown fuse (daemon.c fuse).
func (g *RogueGame) Fuse(f DaemonID, arg, time, typ int) {
wire := g.dSlot()
wire.Type = typ
wire.Func = f
wire.Arg = arg
wire.Time = time
}
// Lengthen extends a fuse's countdown (daemon.c lengthen).
func (g *RogueGame) Lengthen(f DaemonID, xtime int) {
if wire := g.findSlot(f); wire != nil {
wire.Time += xtime
}
}
// Extinguish puts out a fuse (daemon.c extinguish).
func (g *RogueGame) Extinguish(f DaemonID) {
if wire := g.findSlot(f); wire != nil {
wire.Type = dEmpty
}
}
// DoFuses decrements all fuses in the given phase and fires any that burn
// down (daemon.c do_fuses).
func (g *RogueGame) DoFuses(flag int) {
for i := range g.Daemons.List {
wire := &g.Daemons.List[i]
if wire.Type == flag && wire.Time > 0 {
wire.Time--
if wire.Time == 0 {
wire.Type = dEmpty
g.runDaemon(wire.Func, wire.Arg)
}
}
}
}

262
game/daemons.go Normal file
View File

@@ -0,0 +1,262 @@
package game
// daemons.c — the daemon and fuse callbacks, dispatched by DaemonID.
// stomach() arrives with the endgame phase (starvation calls death()).
// runDaemon invokes the callback named by id (the call through d_func in C).
func (g *RogueGame) runDaemon(id DaemonID, arg int) {
switch id {
case DRollwand:
g.rollwand(arg)
case DDoctor:
g.doctor(arg)
case DStomach:
g.stomach(arg)
case DRunners:
g.runners(arg)
case DSwander:
g.swander(arg)
case DNohaste:
g.nohaste(arg)
case DUnconfuse:
g.unconfuse(arg)
case DUnsee:
g.unsee(arg)
case DSight:
g.sight(arg)
case DVisuals:
g.visuals(arg)
case DComeDown:
g.comeDown(arg)
case DLand:
g.land(arg)
case DTurnSee:
g.turnSee(arg != 0)
default:
// Callbacks are added to this switch as their subsystems are
// ported; reaching one that isn't here is a porting bug.
panic("daemon not yet ported")
}
}
// doctor is the healing daemon that restores hit points after rest
// (daemons.c doctor).
func (g *RogueGame) doctor(int) {
p := &g.Player
lv := p.Stats.Lvl
ohp := p.Stats.HP
g.Quiet++
if lv < 8 {
if g.Quiet+(lv<<1) > 20 {
p.Stats.HP++
}
} else if g.Quiet >= 3 {
p.Stats.HP += g.rnd(lv-7) + 1
}
if p.IsRing(Left, RingRegeneration) {
p.Stats.HP++
}
if p.IsRing(Right, RingRegeneration) {
p.Stats.HP++
}
if ohp != p.Stats.HP {
if p.Stats.HP > p.Stats.MaxHP {
p.Stats.HP = p.Stats.MaxHP
}
g.Quiet = 0
}
}
// swander is called when it is time to start rolling for wandering monsters
// (daemons.c swander).
func (g *RogueGame) swander(int) {
g.StartDaemon(DRollwand, 0, Before)
}
// rollwand rolls to see if a wandering monster starts up (daemons.c
// rollwand).
func (g *RogueGame) rollwand(int) {
if g.Daemons.Between++; g.Daemons.Between >= 4 {
if g.roll(1, 6) == 4 {
g.wanderer()
g.KillDaemon(DRollwand)
g.Fuse(DSwander, 0, wanderTime(g), Before)
}
g.Daemons.Between = 0
}
}
// wanderTime is the WANDERTIME macro: spread(70).
func wanderTime(g *RogueGame) int { return g.spread(70) }
// unconfuse releases the poor player from his confusion (daemons.c
// unconfuse).
func (g *RogueGame) unconfuse(int) {
g.Player.Flags.Clear(Confused)
g.msg("you feel less %s now", g.chooseStr("trippy", "confused"))
}
// unsee turns off the ability to see invisible (daemons.c unsee).
func (g *RogueGame) unsee(int) {
for _, th := range g.Level.Monsters {
if th.On(Invisible) && g.seeMonst(th) {
g.mvaddch(th.Pos.Y, th.Pos.X, th.OldCh)
}
}
g.Player.Flags.Clear(CanSeeInvisible)
}
// sight gives the hero his sight back (daemons.c sight).
func (g *RogueGame) sight(int) {
p := &g.Player
if p.On(Blind) {
g.Extinguish(DSight)
p.Flags.Clear(Blind)
if !p.Room.Flags.Has(Gone) {
g.enterRoom(p.Pos)
}
g.msg("%s", g.chooseStr("far out! Everything is all cosmic again",
"the veil of darkness lifts"))
}
}
// nohaste ends the hasting (daemons.c nohaste).
func (g *RogueGame) nohaste(int) {
g.Player.Flags.Clear(Hasted)
g.msg("you feel yourself slowing down")
}
// stomach digests the hero's food (daemons.c stomach).
func (g *RogueGame) stomach(int) {
p := &g.Player
origHungry := p.HungryState
if p.FoodLeft <= 0 {
if p.FoodLeft--; p.FoodLeft < -StarveTime {
g.death('s')
}
// the hero is fainting
if g.NoCommand != 0 || g.rnd(5) != 0 {
return
}
g.NoCommand += g.rnd(8) + 4
p.HungryState = 3
if !g.Options.Terse {
g.addmsg("%s", g.chooseStr(
"the munchies overpower your motor capabilities. ",
"you feel too weak from lack of food. "))
}
g.msg("%s", g.chooseStr("You freak out", "You faint"))
} else {
oldfood := p.FoodLeft
amulet := 0
if g.HasAmulet {
amulet = 1
}
p.FoodLeft -= g.ringEat(Left) + g.ringEat(Right) + 1 - amulet
if p.FoodLeft < MoreTime && oldfood >= MoreTime {
p.HungryState = 2
g.msg("%s", g.chooseStr(
"the munchies are interfering with your motor capabilites",
"you are starting to feel weak"))
} else if p.FoodLeft < 2*MoreTime && oldfood >= 2*MoreTime {
p.HungryState = 1
if g.Options.Terse {
g.msg("%s", g.chooseStr("getting the munchies", "getting hungry"))
} else {
g.msg("%s", g.chooseStr("you are getting the munchies",
"you are starting to get hungry"))
}
}
}
if p.HungryState != origHungry {
p.Flags.Clear(Awake)
g.Running = false
g.ToDeath = false
g.Count = 0
}
}
// comeDown takes the hero down off her acid trip (daemons.c come_down).
func (g *RogueGame) comeDown(int) {
p := &g.Player
if !p.On(Hallucinating) {
return
}
g.KillDaemon(DVisuals)
p.Flags.Clear(Hallucinating)
if p.On(Blind) {
return
}
// undo the things
for _, tp := range g.Level.Objects {
if g.cansee(tp.Pos.Y, tp.Pos.X) {
g.mvaddch(tp.Pos.Y, tp.Pos.X, tp.Kind.Glyph())
}
}
// undo the monsters
seemonst := p.On(SenseMonsters)
for _, tp := range g.Level.Monsters {
g.move(tp.Pos.Y, tp.Pos.X)
if g.cansee(tp.Pos.Y, tp.Pos.X) {
if !tp.On(Invisible) || p.On(CanSeeInvisible) {
g.addch(tp.Disguise)
} else {
g.addch(g.Level.Char(tp.Pos.Y, tp.Pos.X))
}
} else if seemonst {
g.standout()
g.addch(tp.Type)
g.standend()
}
}
g.msg("Everything looks SO boring now.")
}
// visuals changes the characters for the player while hallucinating
// (daemons.c visuals).
func (g *RogueGame) visuals(int) {
p := &g.Player
if !g.After || (g.Running && g.Options.Jump) {
return
}
// change the things
for _, tp := range g.Level.Objects {
if g.cansee(tp.Pos.Y, tp.Pos.X) {
g.mvaddch(tp.Pos.Y, tp.Pos.X, g.rndThing())
}
}
// change the stairs
if !g.SeenStairs && g.cansee(g.Level.Stairs.Y, g.Level.Stairs.X) {
g.mvaddch(g.Level.Stairs.Y, g.Level.Stairs.X, g.rndThing())
}
// change the monsters
seemonst := p.On(SenseMonsters)
for _, tp := range g.Level.Monsters {
g.move(tp.Pos.Y, tp.Pos.X)
if g.seeMonst(tp) {
if tp.Type == 'X' && tp.Disguise != 'X' {
g.addch(g.rndThing())
} else {
g.addch(byte(g.rnd(26) + 'A'))
}
} else if seemonst {
g.standout()
g.addch(byte(g.rnd(26) + 'A'))
g.standend()
}
}
}
// land lands the hero from a levitation potion (daemons.c land).
func (g *RogueGame) land(int) {
g.Player.Flags.Clear(Levitating)
g.msg("%s", g.chooseStr("bummer! You've hit the ground",
"you float gently to the ground"))
}

58
game/dice.go Normal file
View File

@@ -0,0 +1,58 @@
package game
import (
"fmt"
"strings"
)
// Rogue expresses damage as strings like "1x4/3x6": one attack rolling
// 1d4 and a second rolling 3d6. The C code re-parsed these with atoi on
// every swing (fight.c roll_em); the port parses them once, at table
// definition or item creation, into a DiceSpec.
// DiceRoll is one attack's dice: Count rolls of a Sides-sided die.
type DiceRoll struct {
Count int
Sides int
}
// DiceSpec is the sequence of attacks a damage string described.
type DiceSpec []DiceRoll
// ParseDice parses a C damage string with the exact semantics of the
// roll_em loop: leading digits (C atoi) before and after each 'x', attacks
// separated by '/'. Junk like the bestiary's "%%%x0" placeholder parses as
// a single 0x0 attack, as it did in C.
func ParseDice(s string) DiceSpec {
var spec DiceSpec
for s != "" {
count := cAtoi(s)
xi := strings.IndexByte(s, 'x')
if xi < 0 {
break
}
s = s[xi+1:]
spec = append(spec, DiceRoll{Count: count, Sides: cAtoi(s)})
si := strings.IndexByte(s, '/')
if si < 0 {
break
}
s = s[si+1:]
}
return spec
}
// dice is the table-definition shorthand for ParseDice.
func dice(s string) DiceSpec { return ParseDice(s) }
// String renders the spec back in the classic "NxM/NxM" form.
func (d DiceSpec) String() string {
var sb strings.Builder
for i, r := range d {
if i > 0 {
sb.WriteByte('/')
}
fmt.Fprintf(&sb, "%dx%d", r.Count, r.Sides)
}
return sb.String()
}

45
game/dice_test.go Normal file
View File

@@ -0,0 +1,45 @@
package game
import "testing"
// ParseDice must keep the exact semantics of the C roll_em parse loop,
// including its junk-tolerant edges: the bestiary placeholder "%%%x0" and
// the flytrap reset "000x0" both mean a single 0x0 attack.
func TestParseDice(t *testing.T) {
cases := []struct {
in string
want string
len int
}{
{"1x4", "1x4", 1},
{"1x2/1x5/1x5", "1x2/1x5/1x5", 3},
{"2x12/2x4", "2x12/2x4", 2},
{"0x0", "0x0", 1},
{"000x0", "0x0", 1},
{"%%%x0", "0x0", 1},
{"", "", 0},
{"3", "", 0}, // no 'x': C parses nothing
}
for _, c := range cases {
got := ParseDice(c.in)
if len(got) != c.len || got.String() != c.want {
t.Errorf("ParseDice(%q) = %v (len %d), want %q (len %d)",
c.in, got, len(got), c.want, c.len)
}
}
}
// 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 {
if len(m.Stats.Dmg) == 0 {
t.Errorf("monster %c (%s) has no attacks", 'A'+i, m.Name)
}
}
for w, iw := range initWeaps {
if len(iw.dam) == 0 || len(iw.hrl) == 0 {
t.Errorf("weapon %v has empty dice", WeaponKind(w))
}
}
}

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.Kind = KindPotion
pot.Which = int(PotionHealing)
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[PotionHealing].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.Kind = KindPotion
pot.Which = int(PotionConfusion)
ch := give(g, pot)
g.scr.term.(*testTerm).input = []byte{ch}
g.quaff()
if !g.Player.On(Confused) {
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(Confused) {
t.Error("confusion never wore off")
}
}
func TestReadEnchantArmor(t *testing.T) {
g := mkGameInput(t, 5, "")
scr := newObject()
scr.Kind = KindScroll
scr.Which = int(ScrollEnchantArmor)
ch := give(g, scr)
g.scr.term.(*testTerm).input = []byte{ch}
before := g.Player.CurArmor.ArmorClass
g.readScroll()
if g.Player.CurArmor.ArmorClass != before-1 {
t.Errorf("enchant armor: AC %d -> %d, want %d",
before, g.Player.CurArmor.ArmorClass, 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(Awake)
scr := newObject()
scr.Kind = KindScroll
scr.Which = int(ScrollHoldMonster)
ch := give(g, scr)
g.scr.term.(*testTerm).input = []byte{ch}
g.readScroll()
t.Logf("after scroll: flags=%o huh=%q", tp.Flags, g.Msgs.Huh)
if tp.On(Awake) || !tp.On(Held) {
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(Awake)
scr := newObject()
scr.Kind = KindScroll
scr.Which = int(ScrollHoldMonster)
ch := give(g, scr)
g.scr.term.(*testTerm).input = []byte{ch}
g.readScroll()
t.Logf("orc after scroll: flags=%o (Awake=%v Held=%v)",
tp.Flags, tp.On(Awake), tp.On(Held))
if !tp.On(Held) {
t.Error("orc lost Held entirely")
}
if !tp.On(Awake) {
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.Kind = KindWand
stick.Which = int(WandSlowMonster)
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(Slowed) {
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)
}
}

562
game/fight.go Normal file
View File

@@ -0,0 +1,562 @@
package game
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 {
if !g.seeMonst(tp) && !g.Player.On(SenseMonsters) {
if g.Options.Terse {
return "it"
}
return "something"
}
var mname string
if g.Player.On(Hallucinating) {
ch := int(g.mvinch(tp.Pos.Y, tp.Pos.X))
if !isUpper(byte(ch)) {
ch = g.rnd(26)
} else {
ch -= 'A'
}
mname = g.Monsters[ch].Name
} else {
mname = g.Monsters[tp.Type-'A'].Name
}
return "the " + mname
}
// fight has the player attack the monster at mp (fight.c fight).
func (g *RogueGame) fight(mp Coord, weap *Object, thrown bool) bool {
p := &g.Player
// Find the monster we want to fight
tp := g.Level.MonsterAt(mp.Y, mp.X)
if tp == nil {
return false
}
// Since we are fighting, things are not quiet so no healing takes
// place.
g.Count = 0
g.Quiet = 0
g.runto(mp)
// Let him know it was really a xeroc (if it was one).
if tp.Type == 'X' && tp.Disguise != 'X' && !p.On(Blind) {
tp.Disguise = 'X'
if p.On(Hallucinating) {
g.mvaddch(tp.Pos.Y, tp.Pos.X, byte(g.rnd(26)+'A'))
}
g.msg("%s", g.chooseStr("heavy! That's a nasty critter!",
"wait! That's a xeroc!"))
if !thrown {
return false
}
}
mname := g.setMname(tp)
didHit := false
g.HasHit = g.Options.Terse && !g.ToDeath
if g.rollEm(&p.Creature, &tp.Creature, weap, thrown) {
didHit = false
if thrown {
g.thunk(weap, mname, g.Options.Terse)
} else {
g.hit("", mname, g.Options.Terse)
}
if p.On(CanConfuse) {
didHit = true
tp.Flags.Set(Confused)
p.Flags.Clear(CanConfuse)
g.endmsg()
g.HasHit = false
g.msg("your hands stop glowing %s", g.pickColor("red"))
}
if tp.Stats.HP <= 0 {
g.killed(tp, true)
} else if didHit && !p.On(Blind) {
g.msg("%s appears confused", mname)
}
didHit = true
} else {
if thrown {
g.bounce(weap, mname, g.Options.Terse)
} else {
g.miss("", mname, g.Options.Terse)
}
}
return didHit
}
// attack has the monster attack the player (fight.c attack). Returns -1 if
// the monster removed itself from the level during its own attack.
func (g *RogueGame) attack(mp *Monster) int {
p := &g.Player
// Since this is an attack, stop running and any healing that was
// going on at the time.
g.Running = false
g.Count = 0
g.Quiet = 0
if g.ToDeath && !mp.On(Targeted) {
g.ToDeath = false
g.Kamikaze = false
}
if mp.Type == 'X' && mp.Disguise != 'X' && !p.On(Blind) {
mp.Disguise = 'X'
if p.On(Hallucinating) {
g.mvaddch(mp.Pos.Y, mp.Pos.X, byte(g.rnd(26)+'A'))
}
}
mname := g.setMname(mp)
oldhp := p.Stats.HP
removed := false
if g.rollEm(&mp.Creature, &p.Creature, nil, false) {
if mp.Type != 'I' {
if g.HasHit {
g.addmsg(". ")
}
g.hit(mname, "", false)
} else if g.HasHit {
g.endmsg()
}
g.HasHit = false
if p.Stats.HP <= 0 {
g.death(mp.Type) // Bye bye life ...
} else if !g.Kamikaze {
oldhp -= p.Stats.HP
if oldhp > g.MaxHit {
g.MaxHit = oldhp
}
if p.Stats.HP <= g.MaxHit {
g.ToDeath = false
}
}
if !mp.On(Cancelled) {
switch mp.Type {
case 'A':
// If an aquator hits, you can lose armor class.
g.rustArmor(p.CurArmor)
case 'I':
// The ice monster freezes you
p.Flags.Clear(Awake)
if g.NoCommand == 0 {
g.addmsg("you are frozen")
if !g.Options.Terse {
g.addmsg(" by the %s", mname)
}
g.endmsg()
}
g.NoCommand += g.rnd(2) + 2
if g.NoCommand > BoreLevel {
g.death('h')
}
case 'R':
// Rattlesnakes have poisonous bites
if !g.save(VsPoison) {
if !p.IsWearing(RingSustainStrength) {
g.chgStr(-1)
if !g.Options.Terse {
g.msg("you feel a bite in your leg and now feel weaker")
} else {
g.msg("a bite has weakened you")
}
} else if !g.ToDeath {
if !g.Options.Terse {
g.msg("a bite momentarily weakens you")
} else {
g.msg("bite has no effect")
}
}
}
case 'W', 'V':
// Wraiths might drain energy levels, and Vampires can
// steal max_hp
chance := 30
if mp.Type == 'W' {
chance = 15
}
if g.rnd(100) < chance {
var fewer int
if mp.Type == 'W' {
if p.Stats.Exp == 0 {
g.death('W') // All levels gone
}
if p.Stats.Lvl--; p.Stats.Lvl == 0 {
p.Stats.Exp = 0
p.Stats.Lvl = 1
} else {
p.Stats.Exp = eLevels[p.Stats.Lvl-1] + 1
}
fewer = g.roll(1, 10)
} else {
fewer = g.roll(1, 3)
}
p.Stats.HP -= fewer
p.Stats.MaxHP -= fewer
if p.Stats.HP <= 0 {
p.Stats.HP = 1
}
if p.Stats.MaxHP <= 0 {
g.death(mp.Type)
}
g.msg("you suddenly feel weaker")
}
case 'F':
// Venus Flytrap stops the poor guy from moving
p.Flags.Set(Held)
p.VfHit++
g.Monsters['F'-'A'].Stats.Dmg = DiceSpec{{Count: p.VfHit, Sides: 1}}
if p.Stats.HP--; p.Stats.HP <= 0 {
g.death('F')
}
case 'L':
// Leprechaun steals some gold
lastpurse := p.Purse
p.Purse -= g.goldCalc()
if !g.save(VsMagic) {
p.Purse -= g.goldCalc() + g.goldCalc() + g.goldCalc() + g.goldCalc()
}
if p.Purse < 0 {
p.Purse = 0
}
g.removeMon(mp.Pos, mp, false)
removed = true
if p.Purse != lastpurse {
g.msg("your purse feels lighter")
}
case 'N':
// Nymphs steal a magic item; look through the pack and
// pick out one we like.
var steal *Object
nobj := 0
for _, obj := range p.Pack {
if obj != p.CurArmor && obj != p.CurWeapon &&
obj != p.CurRing[Left] && obj != p.CurRing[Right] &&
obj.isMagic() {
if nobj++; g.rnd(nobj) == 0 {
steal = obj
}
}
}
if steal != nil {
g.removeMon(mp.Pos, g.Level.MonsterAt(mp.Pos.Y, mp.Pos.X), false)
removed = true
g.leavePack(steal, false, false)
g.msg("she stole %s!", g.invName(steal, true))
}
}
}
} else if mp.Type != 'I' {
if g.HasHit {
g.addmsg(". ")
g.HasHit = false
}
if mp.Type == 'F' {
p.Stats.HP -= p.VfHit
if p.Stats.HP <= 0 {
g.death(mp.Type) // Bye bye life ...
}
}
g.miss(mname, "", false)
}
if g.Options.FightFlush && !g.ToDeath {
g.flushType()
}
g.Count = 0
g.status()
if removed {
return -1
}
return 0
}
// swing returns true if the swing hits (fight.c swing).
func (g *RogueGame) swing(atLvl, opArm, wplus int) bool {
res := g.rnd(20)
need := (20 - atLvl) - opArm
return res+wplus >= need
}
// rollEm rolls several attacks (fight.c roll_em).
func (g *RogueGame) rollEm(thatt, thdef *Creature, weap *Object, hurl bool) bool {
p := &g.Player
att := &thatt.Stats
def := &thdef.Stats
var attacks DiceSpec
var hplus, dplus int
if weap == nil {
attacks = att.Dmg
} else {
hplus = weap.HPlus
dplus = weap.DPlus
if weap == p.CurWeapon {
if p.IsRing(Left, RingIncreaseDamage) {
dplus += p.CurRing[Left].Bonus
} else if p.IsRing(Left, RingDexterity) {
hplus += p.CurRing[Left].Bonus
}
if p.IsRing(Right, RingIncreaseDamage) {
dplus += p.CurRing[Right].Bonus
} else if p.IsRing(Right, RingDexterity) {
hplus += p.CurRing[Right].Bonus
}
}
attacks = weap.Damage
if hurl {
if weap.Flags.Has(Missile) && p.CurWeapon != nil &&
WeaponKind(p.CurWeapon.Which) == weap.Launch {
attacks = weap.HurlDmg
hplus += p.CurWeapon.HPlus
dplus += p.CurWeapon.DPlus
} else if weap.Launch < 0 {
attacks = weap.HurlDmg
}
}
}
// If the creature being attacked is not running (asleep or held) then
// the attacker gets a plus four bonus to hit.
if !thdef.Flags.Has(Awake) {
hplus += 4
}
defArm := def.ArmorClass
if def == &p.Stats {
if p.CurArmor != nil {
defArm = p.CurArmor.ArmorClass
}
if p.IsRing(Left, RingProtection) {
defArm -= p.CurRing[Left].Bonus
}
if p.IsRing(Right, RingProtection) {
defArm -= p.CurRing[Right].Bonus
}
}
didHit := false
for _, atk := range attacks {
if g.swing(att.Lvl, defArm, hplus+strPlus[att.Str]) {
proll := g.roll(atk.Count, atk.Sides)
damage := dplus + proll + addDam[att.Str]
if damage > 0 {
def.HP -= damage
}
didHit = true
}
}
return didHit
}
// cAtoi parses a leading integer like C atoi: trailing non-digits are
// ignored rather than an error.
func cAtoi(s string) int {
i := 0
for i < len(s) && s[i] >= '0' && s[i] <= '9' {
i++
}
n, _ := strconv.Atoi(s[:i])
return n
}
// prname gives the print name of a combatant; "" is the player (fight.c
// prname).
func prname(mname string, upper bool) string {
out := mname
if out == "" {
out = "you"
}
if upper {
out = string(toUpper(out[0])) + out[1:]
}
return out
}
// thunk announces that a missile hit a monster (fight.c thunk).
func (g *RogueGame) thunk(weap *Object, mname string, noend bool) {
if g.ToDeath {
return
}
if weap.Kind == KindWeapon {
g.addmsg("the %s hits ", g.Items.Weapons[weap.Which].Name)
} else {
g.addmsg("you hit ")
}
g.addmsg("%s", mname)
if !noend {
g.endmsg()
}
}
// hit prints a message to indicate a successful hit (fight.c hit).
func (g *RogueGame) hit(er, ee string, noend bool) {
if g.ToDeath {
return
}
g.addmsg("%s", prname(er, true))
var s string
if g.Options.Terse {
s = " hit"
} else {
i := g.rnd(4)
if er != "" {
i += 4
}
s = hNames[i]
}
g.addmsg("%s", s)
if !g.Options.Terse {
g.addmsg("%s", prname(ee, false))
}
if !noend {
g.endmsg()
}
}
// miss prints a message to indicate a poor swing (fight.c miss).
func (g *RogueGame) miss(er, ee string, noend bool) {
if g.ToDeath {
return
}
g.addmsg("%s", prname(er, true))
i := 0
if !g.Options.Terse {
i = g.rnd(4)
}
if er != "" {
i += 4
}
g.addmsg("%s", mNames[i])
if !g.Options.Terse {
g.addmsg(" %s", prname(ee, false))
}
if !noend {
g.endmsg()
}
}
// bounce announces that a missile missed a monster (fight.c bounce).
func (g *RogueGame) bounce(weap *Object, mname string, noend bool) {
if g.ToDeath {
return
}
if weap.Kind == KindWeapon {
g.addmsg("the %s misses ", g.Items.Weapons[weap.Which].Name)
} else {
g.addmsg("you missed ")
}
g.addmsg("%s", mname)
if !noend {
g.endmsg()
}
}
// removeMon removes a monster from the screen (fight.c remove_mon).
func (g *RogueGame) removeMon(mp Coord, tp *Monster, waskill bool) {
pack := append([]*Object(nil), tp.Pack...)
for _, obj := range pack {
obj.Pos = tp.Pos
detachObj(&tp.Pack, obj)
if waskill {
g.fall(obj, false)
}
}
g.Level.SetMonsterAt(mp.Y, mp.X, nil)
g.mvaddch(mp.Y, mp.X, tp.OldCh)
detachMon(&g.Level.Monsters, tp)
if tp.On(Targeted) {
g.Kamikaze = false
g.ToDeath = false
if g.Options.FightFlush {
g.flushType()
}
}
}
// killed is called to put a monster to death (fight.c killed).
func (g *RogueGame) killed(tp *Monster, pr bool) {
p := &g.Player
p.Stats.Exp += tp.Stats.Exp
// If the monster was a venus flytrap, un-hold him
switch tp.Type {
case 'F':
p.Flags.Clear(Held)
p.VfHit = 0
g.Monsters['F'-'A'].Stats.Dmg = dice("000x0")
case 'L':
pos, ok := g.fallpos(tp.Pos)
if ok {
tp.Room.Gold = pos
}
if ok && g.Depth >= g.MaxDepth {
gold := newObject()
gold.Kind = KindGold
gold.GoldValue = g.goldCalc()
if g.save(VsMagic) {
gold.GoldValue += g.goldCalc() + g.goldCalc() + g.goldCalc() + g.goldCalc()
}
attachObj(&tp.Pack, gold)
}
}
// Get rid of the monster.
mname := g.setMname(tp)
g.removeMon(tp.Pos, tp, true)
if pr {
if g.HasHit {
g.addmsg(". Defeated ")
g.HasHit = false
} else {
if !g.Options.Terse {
g.addmsg("you have ")
}
g.addmsg("defeated ")
}
g.msg("%s", mname)
}
// Do adjustments if he went up a level
g.checkLevel()
if g.Options.FightFlush {
g.flushType()
}
}
// flushType flushes typeahead for the fight_flush option (mach_dep.c
// flush_type / curses flushinp).
func (g *RogueGame) flushType() {
if f, ok := g.scr.term.(interface{ FlushInput() }); ok {
f.FlushInput()
}
}

118
game/fight_test.go Normal file
View File

@@ -0,0 +1,118 @@
package game
import "testing"
// mkGame builds a headless game on a generated level, initializing the
// look() state the way playit() does before the first command.
func mkGame(t *testing.T, seed int32) *RogueGame {
t.Helper()
g := NewGame(Config{Seed: seed, Term: &testTerm{}})
g.NewLevel()
g.Oldpos = g.Player.Pos
g.Oldrp = g.roomin(g.Player.Pos)
return g
}
// spawnAdjacent puts a monster of the given type next to the hero.
func spawnAdjacent(g *RogueGame, typ byte) *Monster {
pos := Coord{X: g.Player.Pos.X + 1, Y: g.Player.Pos.Y}
tp := &Monster{}
g.newMonster(tp, typ, pos)
return tp
}
func TestRollEmParsesMultiAttackDice(t *testing.T) {
g := mkGame(t, 42)
att := &Creature{Stats: Stats{Str: 16, Lvl: 20, Dmg: dice("1x4/1x4/1x4")}}
def := &Creature{Stats: Stats{ArmorClass: 10, HP: 1000}}
def.Flags.Set(Awake)
// With attacker level 20 vs armor 10, swing always hits
// (rnd(20)+wplus >= (20-20)-10 is always true), so three attacks of
// 1x4 + str bonus 1 each must deal between 6 and 15 damage.
if !g.rollEm(att, def, nil, false) {
t.Fatal("attack with guaranteed swing missed")
}
dmg := 1000 - def.Stats.HP
if dmg < 6 || dmg > 15 {
t.Errorf("three 1x4+1 attacks dealt %d damage, want 6..15", dmg)
}
}
func TestFightKillsMonster(t *testing.T) {
g := mkGame(t, 7)
tp := spawnAdjacent(g, 'B') // bat: 1 hit die
tp.Stats.HP = 1
g.Player.Stats.Lvl = 20 // always hits
before := len(g.Level.Monsters)
g.fight(tp.Pos, g.Player.CurWeapon, false)
if len(g.Level.Monsters) != before-1 {
t.Error("monster not removed after fatal fight")
}
if g.Level.MonsterAt(tp.Pos.Y, tp.Pos.X) != nil {
t.Error("map still records dead monster")
}
if g.Player.Stats.Exp == 0 {
t.Error("no experience for the kill")
}
}
func TestAttackHurtsPlayer(t *testing.T) {
g := mkGame(t, 9)
tp := spawnAdjacent(g, 'T') // troll: 1x8/1x8/2x6
tp.Stats.Lvl = 20 // always hits
tp.Flags.Clear(Cancelled)
hpBefore := g.Player.Stats.HP
g.Player.Stats.HP = 500
g.Player.Stats.MaxHP = 500
g.attack(tp)
if g.Player.Stats.HP >= 500 {
t.Errorf("player HP unchanged (%d -> %d)", hpBefore, g.Player.Stats.HP)
}
}
func TestDeathUnwindsWithGameEnd(t *testing.T) {
g := mkGame(t, 11)
defer func() {
r := recover()
if _, ok := r.(gameEnd); !ok {
t.Fatalf("death did not unwind with gameEnd, got %v", r)
}
if g.Playing {
t.Error("still playing after death")
}
}()
g.Options.Tombstone = false
g.death('K')
}
func TestRunnersChaseHero(t *testing.T) {
g := mkGame(t, 3)
// Place a hobgoblin a few squares away in the hero's room and set it
// running at the hero.
p := &g.Player
pos := Coord{X: p.Pos.X + 3, Y: p.Pos.Y}
if !stepOk(g.Level.Char(pos.Y, pos.X)) || g.Level.MonsterAt(pos.Y, pos.X) != nil {
t.Skip("no clear lane on this seed")
}
tp := &Monster{}
g.newMonster(tp, 'H', pos)
tp.Flags.Set(Awake)
tp.Dest = &p.Pos
d0 := distCp(tp.Pos, p.Pos)
g.runners(0)
if d1 := distCp(tp.Pos, p.Pos); d1 >= d0 {
t.Errorf("monster did not close distance: %d -> %d", d0, d1)
}
}
func TestKilledLeprechaunDropsGoldViaFall(t *testing.T) {
g := mkGame(t, 21)
tp := spawnAdjacent(g, 'L')
tp.Stats.HP = 0
objsBefore := len(g.Level.Objects)
g.killed(tp, false)
// At max depth the leprechaun's hoard falls to the floor.
if len(g.Level.Objects) <= objsBefore-1 {
t.Error("level object list shrank unexpectedly")
}
}

274
game/game.go Normal file
View File

@@ -0,0 +1,274 @@
package game
// ItemLore is the per-game item identity state: the randomized appearance
// names and the seven mutable ObjInfo tables (extern.c/init.c).
type ItemLore struct {
PotColors [NumPotionTypes]string // p_colors: colors of the potions
ScrNames [NumScrollTypes]string // s_names: names of the scrolls
RingStones [NumRingTypes]string // r_stones: stone settings of the rings
WandMade [NumWandTypes]string // ws_made: what sticks are made of
WandType [NumWandTypes]string // ws_type: "wand" or "staff"
Things [NumThings]ObjInfo
Potions [NumPotionTypes]ObjInfo
Scrolls [NumScrollTypes]ObjInfo
Rings [NumRingTypes]ObjInfo
Sticks [NumWandTypes]ObjInfo
Weapons [NumWeaponTypes + 1]ObjInfo
Armors [NumArmorTypes]ObjInfo
Group int // group number for the next stack of missiles (weapons.c `group`)
}
// Options are the user-settable game options (options.c optlist).
type Options struct {
Terse bool // terse: shorter messages
FightFlush bool // flush: flush typeahead during battle
Jump bool // jump: show position only at end of run
SeeFloor bool // seefloor: show the lamp-illuminated floor
PassGo bool // passgo: follow turnings in passageways
Tombstone bool // tombstone: print tombstone when killed
InvType int // inven: inventory style (InvOver/InvSlow/InvClear)
}
// Config carries everything needed to construct a game.
type Config struct {
Seed int32 // dungeon number; the caller derives it (time+pid or SEED env)
Name string // player name (overridden by ROGUEOPTS name=)
RogueOpts string // the ROGUEOPTS environment string
Home string // home directory (save file default location)
ScorePath string // scoreboard file; empty disables scoring
Wizard bool // enable debug commands (implies NoScore)
Term Terminal // the display/input device; nil runs headless
}
// RogueGame is one complete game of Rogue: every piece of state that was a
// global (or file-scope static) in the C sources, plus the terminal it is
// played on. Construct with NewGame, then call Run.
//
// The struct grows with the port; fields appear in the phase that ports the
// code owning them.
type RogueGame struct {
// identity / RNG
Rng *Rng
Dnum int // dungeon number
Whoami string // name of player
Fruit string // favorite fruit
Home string // user's home directory
FileName string // save file name
Wizard bool // true if allows wizard commands
NoScore bool // was a wizard sometime
// the world
Player Player
Level Level
Depth int // C `level`: what level she is on
MaxDepth int // C `max_level`: deepest player has gone
HasAmulet bool // C `amulet`: he found the amulet
SeenStairs bool // have seen the stairs (for lsd)
// turn/command engine
Playing bool // true until he quits
After bool // true if we want after daemons
Again bool // repeating the last command
Count int // number of times to repeat command
NoCommand int // number of turns asleep
NoMove int // number of turns held in place
Quiet int // number of quiet turns
Running bool // true if player is running
RunCh byte // direction player is running
DoorStop bool // stop running when we pass a door
Firstmove bool // first move after setting door_stop
MoveOn bool // next move shouldn't pick up items
ToDeath bool // fighting is to the death!
Kamikaze bool // to_death really to DEATH
HasHit bool // has a "hit" message pending in msg
MaxHit int // max damage done to her in to_death
Take byte // thing she is taking
Delta Coord
DirCh byte
LastComm byte
LastDir byte
LLastComm byte
LLastDir byte
LastPick *Object
LLastPick *Object
lastDelt Coord // misc.c get_dir static last_delt
// command.c statics
countCh byte
direction byte
newCount bool
// dungeon generation working state
maze mazeState // rooms.c maze statics
pnum int // passages.c passnum statics
newpnum bool
chRet Coord // chase.c static ch_ret: where chasing takes you
// daemons/fuses
Daemons DaemonList
// screen / messages
scr *Screen
Msgs MsgLine
statusCache statusCache
invPage invPage // things.c discovery-list pagination statics
// UI state
StatMsg bool // should status() print as a msg()
InvDescribe bool // say which way items are being used
QComm bool // are we executing a 'Q' command?
InShell bool // true if executing a shell
Oldpos Coord // position before last look() call
Oldrp *Room
NObjs int // # items listed in inventory() call
// options and item identity
Options Options
Items ItemLore
// Monsters is the per-game copy of the bestiary: the C code mutates
// the venus flytrap's damage string during play, and the table is
// part of the save state.
Monsters [26]MonsterKind
// scores
LastScore int
AllScore bool
ScorePath string
rogueOpts string // the ROGUEOPTS string, re-parsed by playit as in C
restored bool // game came from a save file; Run skips setup
}
// NewGame builds a game from cfg, seeds the RNG, and randomizes the item
// appearance tables (the front half of main.c main(); the player roll-up
// and first level arrive with later porting phases).
func NewGame(cfg Config) *RogueGame {
g := &RogueGame{
Rng: &Rng{Seed: cfg.Seed},
Dnum: int(cfg.Seed),
Whoami: cfg.Name,
Fruit: "slime-mold",
Home: cfg.Home,
Wizard: cfg.Wizard,
NoScore: cfg.Wizard,
Playing: true,
Depth: 1,
ScorePath: cfg.ScorePath,
LastScore: -1,
}
g.Options = Options{
SeeFloor: true,
Tombstone: true,
InvType: InvOver,
}
g.InvDescribe = true
g.Msgs.SaveMsg = true
g.scr = NewScreen(cfg.Term)
g.FileName = cfg.Home + "/rogue.save"
g.rogueOpts = cfg.RogueOpts
if cfg.Wizard {
g.Player.Flags.Set(SenseMonsters)
}
if cfg.RogueOpts != "" {
g.ParseOpts(cfg.RogueOpts)
}
g.Monsters = monsterTable
g.Items.Group = 2 // weapons.c: int group = 2
for i := range g.Level.Passages {
g.Level.Passages[i].Flags = Gone | Dark
}
g.initProbs() // set up prob tables for objects
g.initPlayer() // set up initial player stats
g.initNames() // set up names of scrolls
g.initColors() // set up colors of potions
g.initStones() // set up stone settings of rings
g.initMaterials() // set up materials of wands
return g
}
// Run plays the game to its end: the back half of main.c main() plus
// playit(). It returns after death, victory, quitting, or saving.
func (g *RogueGame) Run() (err error) {
defer func() {
if r := recover(); r != nil {
if _, ok := r.(gameEnd); ok {
return // normal game over / save exit
}
panic(r)
}
}()
if !g.restored {
g.NewLevel() // draw current level
// Start up daemons and fuses
g.StartDaemon(DRunners, 0, After)
g.StartDaemon(DDoctor, 0, After)
g.Fuse(DSwander, 0, wanderTime(g), After)
g.StartDaemon(DStomach, 0, After)
}
g.playit()
return nil
}
// playit is the main loop of the program (main.c playit).
func (g *RogueGame) playit() {
// set up defaults for modern terminals: curses' md_hasclreol() is
// always true, so the C default inventory style applies
if !g.restored {
g.Options.InvType = InvClear
}
// parse environment declaration of options (C parses ROGUEOPTS again
// here, letting it override the terminal defaults)
if g.rogueOpts != "" {
g.ParseOpts(g.rogueOpts)
}
g.Oldpos = g.Player.Pos
g.Oldrp = g.roomin(g.Player.Pos)
for g.Playing {
g.command() // command execution
}
g.endit()
}
// endit exits the game (main.c endit).
func (g *RogueGame) endit() {
g.fatal("Okay, bye bye!\n")
}
// fatal prints a message and leaves (main.c fatal).
func (g *RogueGame) fatal(s string) {
g.mvaddstr(NumLines-2, 0, s)
g.refresh()
g.myExit(0)
}
// quit has the player make certain, then exits (main.c quit). The final
// scoring display arrives with the endgame phase.
func (g *RogueGame) quit(int) {
// Reset the message position in case we got here via an interrupt
if !g.QComm {
g.Msgs.Mpos = 0
}
oy, ox := g.scr.Std.GetYX()
g.msg("really quit?")
if g.readchar() == 'y' {
g.clear()
g.scr.Std.MvPrintw(NumLines-2, 0, "You quit with %d gold pieces", g.Player.Purse)
g.move(NumLines-1, 0)
g.refresh()
g.score(g.Player.Purse, 1, 0)
g.myExit(0)
return
}
g.move(0, 0)
g.clrtoeol()
g.status()
g.move(oy, ox)
g.refresh()
g.Msgs.Mpos = 0
g.Count = 0
g.ToDeath = false
}

170
game/init.go Normal file
View File

@@ -0,0 +1,170 @@
package game
import "strings"
// init.c — per-game randomization of item appearances and probability
// tables, and the player roll-up.
// initPlayer rolls her up (init.c init_player).
func (g *RogueGame) initPlayer() {
p := &g.Player
p.MaxStats = initStats
p.Stats = p.MaxStats
p.FoodLeft = HungerTime
// Give him some food
obj := newObject()
obj.Kind = KindFood
obj.Count = 1
g.addPack(obj, true)
// And his suit of armor
obj = newObject()
obj.Kind = KindArmor
obj.Which = int(ArmorRingMail)
obj.ArmorClass = aClass[ArmorRingMail] - 1
obj.Flags.Set(Known)
obj.Count = 1
p.CurArmor = obj
g.addPack(obj, true)
// Give him his weaponry. First a mace.
obj = newObject()
g.initWeapon(obj, WeaponMace)
obj.HPlus = 1
obj.DPlus = 1
obj.Flags.Set(Known)
g.addPack(obj, true)
p.CurWeapon = obj
// Now a +1 bow
obj = newObject()
g.initWeapon(obj, WeaponBow)
obj.HPlus = 1
obj.Flags.Set(Known)
g.addPack(obj, true)
// Now some arrows
obj = newObject()
g.initWeapon(obj, WeaponArrow)
obj.Count = g.rnd(15) + 25
obj.Flags.Set(Known)
g.addPack(obj, true)
}
// initColors initializes the potion color scheme for this game
// (init.c init_colors).
func (g *RogueGame) initColors() {
used := make([]bool, len(rainbow))
for i := PotionKind(0); i < NumPotionTypes; i++ {
var j int
for {
j = g.rnd(len(rainbow))
if !used[j] {
break
}
}
used[j] = true
g.Items.PotColors[i] = rainbow[j]
}
}
// initNames generates the names of the various scrolls (init.c init_names).
func (g *RogueGame) initNames() {
for i := ScrollKind(0); i < NumScrollTypes; i++ {
var cp strings.Builder
nwords := g.rnd(3) + 2
for ; nwords > 0; nwords-- {
nsyl := g.rnd(3) + 1
for ; nsyl > 0; nsyl-- {
sp := sylls[g.rnd(len(sylls))]
if cp.Len()+len(sp) > MaxNameLen {
break
}
cp.WriteString(sp)
}
cp.WriteByte(' ')
}
g.Items.ScrNames[i] = strings.TrimSuffix(cp.String(), " ")
}
}
// initStones initializes the ring stone setting scheme for this game
// (init.c init_stones).
func (g *RogueGame) initStones() {
used := make([]bool, len(stoneTable))
for i := RingKind(0); i < NumRingTypes; i++ {
var j int
for {
j = g.rnd(len(stoneTable))
if !used[j] {
break
}
}
used[j] = true
g.Items.RingStones[i] = stoneTable[j].Name
g.Items.Rings[i].Worth += 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))
for i := WandKind(0); i < NumWandTypes; i++ {
var str string
for {
if g.rnd(2) == 0 {
j := g.rnd(len(metals))
if !metused[j] {
g.Items.WandType[i] = "wand"
str = metals[j]
metused[j] = true
break
}
} else {
j := g.rnd(len(woods))
if !used[j] {
g.Items.WandType[i] = "staff"
str = woods[j]
used[j] = true
break
}
}
}
g.Items.WandMade[i] = str
}
}
// sumProbs sums up the probabilities for items appearing, converting the
// per-item weights into a cumulative distribution (init.c sumprobs).
func sumProbs(info []ObjInfo) {
for i := 1; i < len(info); i++ {
info[i].Prob += info[i-1].Prob
}
}
// 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
sumProbs(g.Items.Things[:])
sumProbs(g.Items.Potions[:])
sumProbs(g.Items.Scrolls[:])
sumProbs(g.Items.Rings[:])
sumProbs(g.Items.Sticks[:])
sumProbs(g.Items.Weapons[:NumWeaponTypes]) // C sums MAXWEAPONS, excluding the flame entry
sumProbs(g.Items.Armors[:])
}
// pickColor returns the given color, or a random one if the hero is
// hallucinating (init.c pick_color).
func (g *RogueGame) pickColor(col string) string {
if g.Player.On(Hallucinating) {
return rainbow[g.rnd(len(rainbow))]
}
return col
}

231
game/io.go Normal file
View File

@@ -0,0 +1,231 @@
package game
import (
"fmt"
"strings"
)
// io.c — the message line, the status line, and character input.
// maxMsg is io.c MAXMSG: how much message fits before --More--.
const maxMsg = NumCols - len("--More--") - 1
// MsgLine is the io.c message machinery: the static msgbuf/newpos pair plus
// the related globals (mpos, huh, and the message-behavior flags).
type MsgLine struct {
buf strings.Builder // msgbuf
newpos int
Mpos int // where cursor is on top line
Huh string // the last message printed
SaveMsg bool // remember last msg
LowerMsg bool // messages should start w/lower case
MsgEsc bool // check for ESC from msg's --More--
}
// Msg displays a message at the top of the screen (io.c msg). It returns
// Escape if the player escaped out of a --More--, ^Escape otherwise (the C
// convention: callers compare against ESCAPE).
func (g *RogueGame) msg(format string, a ...any) int {
// if the string is "", just clear the line
if format == "" {
g.move(0, 0)
g.clrtoeol()
g.Msgs.Mpos = 0
return ^Escape
}
// otherwise add to the message and flush it out
g.doadd(format, a...)
return g.endmsg()
}
// addmsg adds things to the current message (io.c addmsg).
func (g *RogueGame) addmsg(format string, a ...any) {
g.doadd(format, a...)
}
// endmsg displays a new msg, giving the player a chance to see the previous
// one if it is up there with the --More-- (io.c endmsg).
func (g *RogueGame) endmsg() int {
m := &g.Msgs
if m.SaveMsg {
m.Huh = m.buf.String()
}
if m.Mpos != 0 {
g.look(false)
g.mvaddstr(0, m.Mpos, "--More--")
g.refresh()
if !m.MsgEsc {
g.waitFor(' ')
} else {
for {
ch := g.readchar()
if ch == ' ' {
break
}
if ch == Escape {
m.buf.Reset()
m.Mpos = 0
m.newpos = 0
return Escape
}
}
}
}
// All messages should start with uppercase, except ones that start
// with a pack addressing character
out := m.buf.String()
if len(out) > 0 && isLower(out[0]) && !m.LowerMsg &&
!(len(out) > 1 && out[1] == ')') {
out = string(toUpper(out[0])) + out[1:]
}
g.mvaddstr(0, 0, out)
g.clrtoeol()
m.Mpos = m.newpos
m.newpos = 0
m.buf.Reset()
g.refresh()
return ^Escape
}
// doadd performs an add onto the message buffer (io.c doadd).
func (g *RogueGame) doadd(format string, a ...any) {
m := &g.Msgs
s := fmt.Sprintf(format, a...)
if len(s)+m.newpos >= maxMsg {
g.endmsg()
}
m.buf.WriteString(s)
m.newpos = m.buf.Len()
}
// stepOk returns true if it is ok to step on ch (io.c step_ok).
func stepOk(ch byte) bool {
switch ch {
case ' ', '|', '-':
return false
default:
return !isAlpha(ch)
}
}
// readchar reads and returns a character, checking for gross input errors
// (io.c readchar).
func (g *RogueGame) readchar() byte {
ch := g.scr.term.ReadChar()
if ch == 3 { // ^C
g.quit(0)
return 27
}
return ch
}
// statusCache is the set of static shadow variables in io.c status() that
// suppress redundant status-line redraws.
type statusCache struct {
hpwidth int
hungry int
lvl int
pur int
hp int
arm int
str int
exp int
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() {
s := &g.statusCache
p := &g.Player
// If nothing has changed since the last status, don't bother.
temp := p.Stats.ArmorClass
if p.CurArmor != nil {
temp = p.CurArmor.ArmorClass
}
if s.init && s.hp == p.Stats.HP && s.exp == p.Stats.Exp &&
s.pur == p.Purse && s.arm == temp && s.str == p.Stats.Str &&
s.lvl == g.Depth && s.hungry == p.HungryState && !g.StatMsg {
return
}
s.init = true
s.arm = temp
oy, ox := g.scr.Std.GetYX()
if s.hp != p.Stats.MaxHP {
s.hp = p.Stats.MaxHP
s.hpwidth = 0
for t := p.Stats.MaxHP; t != 0; t /= 10 {
s.hpwidth++
}
}
// Save current status
s.lvl = g.Depth
s.pur = p.Purse
s.hp = p.Stats.HP
s.str = p.Stats.Str
s.exp = p.Stats.Exp
s.hungry = p.HungryState
line := fmt.Sprintf(
"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])
if g.StatMsg {
g.move(0, 0)
g.msg("%s", line)
} else {
g.move(StatLine, 0)
g.addstr(line)
}
g.clrtoeol()
g.move(oy, ox)
}
// waitFor sits around until the guy types the right key (io.c wait_for).
func (g *RogueGame) waitFor(ch byte) {
if ch == '\n' {
for {
c := g.readchar()
if c == '\n' || c == '\r' {
return
}
}
}
for g.readchar() != ch {
}
}
// showWin displays a window and waits before returning (io.c show_win).
func (g *RogueGame) showWin(message string) {
g.scr.Hw.MvAddStr(0, 0, message)
g.scr.Hw.Move(g.Player.Pos.Y, g.Player.Pos.X)
g.scr.RefreshWin(g.scr.Hw)
g.waitFor(' ')
g.refresh()
}
// ASCII helpers standing in for <ctype.h>; the C game only ever handles
// 7-bit characters.
func isAlpha(c byte) bool { return isUpper(c) || isLower(c) }
func isUpper(c byte) bool { return c >= 'A' && c <= 'Z' }
func isLower(c byte) bool { return c >= 'a' && c <= 'z' }
func isDigit(c byte) bool { return c >= '0' && c <= '9' }
func isPrint(c byte) bool { return c >= ' ' && c < 0x7f }
func toUpper(c byte) byte {
if isLower(c) {
return c - 'a' + 'A'
}
return c
}
func toLower(c byte) byte {
if isUpper(c) {
return c - 'A' + 'a'
}
return c
}

56
game/level.go Normal file
View File

@@ -0,0 +1,56 @@
package game
// Place describes a spot on the level map (rogue.h PLACE).
type Place struct {
Ch byte // the base map character
Flags PlaceFlags
Monst *Monster
}
// Level is the current dungeon level: the map and everything on it. It is
// reset in place by NewLevel, matching the C reuse of the global arrays.
type Level struct {
Places [MaxLines * MaxCols]Place
Rooms [MaxRooms]Room
Passages [MaxPass]Room // one pseudo-room per passage network
Objects []*Object // lvl_obj: objects on this level
Monsters []*Monster // mlist: monsters on the level
Stairs Coord // location of the staircase
TrapCount int // number of traps on this level
}
// At returns the map cell at (y, x); the C INDEX(y,x) macro, including its
// column-major (x<<5)+y layout.
func (l *Level) At(y, x int) *Place {
return &l.Places[(x<<5)+y]
}
// Char is the chat(y,x) macro: the base map character at a spot.
func (l *Level) Char(y, x int) byte { return l.At(y, x).Ch }
// SetChar updates the base map character at a spot.
func (l *Level) SetChar(y, x int, ch byte) { l.At(y, x).Ch = ch }
// FlagsAt is the flat(y,x) macro, returned as a pointer so ported
// read-modify-write sites keep their shape.
func (l *Level) FlagsAt(y, x int) *PlaceFlags { return &l.At(y, x).Flags }
// MonsterAt is the moat(y,x) macro: the monster standing at a spot, if any.
func (l *Level) MonsterAt(y, x int) *Monster { return l.At(y, x).Monst }
// SetMonsterAt places (or clears, with nil) the monster at a spot.
func (l *Level) SetMonsterAt(y, x int, m *Monster) { l.At(y, x).Monst = m }
// VisibleChar is the winat(y,x) macro: what is apparently at a spot — a
// monster's disguise if one stands there, else the map character.
func (l *Level) VisibleChar(y, x int) byte {
if m := l.MonsterAt(y, x); m != nil {
return m.Disguise
}
return l.Char(y, x)
}
// goldCalc is the GOLDCALC macro: how much a gold pile is worth at depth.
func (g *RogueGame) goldCalc() int {
return g.rnd(50+10*g.Depth) + 2
}

470
game/misc.go Normal file
View File

@@ -0,0 +1,470 @@
package game
// misc.c — look() display maintenance, direction input, eating, level-ups,
// and small utilities. call_it arrives with the scroll/potion phase (it
// needs the get_str line editor).
// look takes a quick glance all around the player (misc.c look).
func (g *RogueGame) look(wakeup bool) {
p := &g.Player
hero := p.Pos
passcount := 0
rp := p.Room
if g.Oldpos != hero {
g.eraseLamp(g.Oldpos, g.Oldrp)
g.Oldpos = hero
g.Oldrp = rp
}
ey := hero.Y + 1
ex := hero.X + 1
sx := hero.X - 1
sy := hero.Y - 1
sumhero, diffhero := 0, 0
if g.DoorStop && !g.Firstmove && g.Running {
sumhero = hero.Y + hero.X
diffhero = hero.Y - hero.X
}
pp := g.Level.At(hero.Y, hero.X)
pch := pp.Ch
pfl := pp.Flags
for y := sy; y <= ey; y++ {
if y <= 0 || y >= NumLines-1 {
continue
}
for x := sx; x <= ex; x++ {
if x < 0 || x >= NumCols {
continue
}
if !p.On(Blind) {
if y == hero.Y && x == hero.X {
continue
}
}
pp := g.Level.At(y, x)
ch := pp.Ch
if ch == ' ' { // nothing need be done with a ' '
continue
}
fp := &pp.Flags
if pch != Door && ch != Door {
if (pfl & FPassage) != (*fp & FPassage) {
continue
}
}
if (fp.Has(FPassage) || ch == Door) && (pfl.Has(FPassage) || pch == Door) {
if hero.X != x && hero.Y != y &&
!stepOk(g.Level.Char(y, hero.X)) && !stepOk(g.Level.Char(hero.Y, x)) {
continue
}
}
tp := pp.Monst
if tp == nil {
ch = g.tripCh(y, x, ch)
} else if p.On(SenseMonsters) && tp.On(Invisible) {
if g.DoorStop && !g.Firstmove {
g.Running = false
}
continue
} else {
if wakeup {
g.wakeMonster(y, x)
}
if g.seeMonst(tp) {
if p.On(Hallucinating) {
ch = byte(g.rnd(26) + 'A')
} else {
ch = tp.Disguise
}
}
}
if p.On(Blind) && (y != hero.Y || x != hero.X) {
continue
}
g.move(y, x)
if p.Room.Flags.Has(Dark) && !g.Options.SeeFloor && ch == Floor {
ch = ' '
}
if tp != nil || ch != g.inch() {
g.addch(ch)
}
if g.DoorStop && !g.Firstmove && g.Running {
switch g.RunCh {
case 'h':
if x == ex {
continue
}
case 'j':
if y == sy {
continue
}
case 'k':
if y == ey {
continue
}
case 'l':
if x == sx {
continue
}
case 'y':
if (y+x)-sumhero >= 1 {
continue
}
case 'u':
if (y-x)-diffhero >= 1 {
continue
}
case 'n':
if (y+x)-sumhero <= -1 {
continue
}
case 'b':
if (y-x)-diffhero <= -1 {
continue
}
}
switch ch {
case Door:
if x == hero.X || y == hero.Y {
g.Running = false
}
case Passage:
if x == hero.X || y == hero.Y {
passcount++
}
case Floor, '|', '-', ' ':
default:
g.Running = false
}
}
}
}
if g.DoorStop && !g.Firstmove && passcount > 1 {
g.Running = false
}
if !g.Running || !g.Options.Jump {
g.mvaddch(hero.Y, hero.X, PlayerCh)
}
}
// tripCh returns the character for this space, taking into account whether
// or not the player is tripping (misc.c trip_ch).
func (g *RogueGame) tripCh(y, x int, ch byte) byte {
if g.Player.On(Hallucinating) && g.After {
switch ch {
case Floor, ' ', Passage, '-', '|', Door, Trap:
default:
if y != g.Level.Stairs.Y || x != g.Level.Stairs.X || !g.SeenStairs {
ch = g.rndThing()
}
}
}
return ch
}
// eraseLamp erases the area shown by a lamp in a dark room
// (misc.c erase_lamp).
func (g *RogueGame) eraseLamp(pos Coord, rp *Room) {
if !(g.Options.SeeFloor && rp.Flags&(Gone|Dark) == Dark &&
!g.Player.On(Blind)) {
return
}
ey := pos.Y + 1
ex := pos.X + 1
sy := pos.Y - 1
for x := pos.X - 1; x <= ex; x++ {
for y := sy; y <= ey; y++ {
if y == g.Player.Pos.Y && x == g.Player.Pos.X {
continue
}
g.move(y, x)
if g.inch() == Floor {
g.addch(' ')
}
}
}
}
// showFloor reports whether we show the floor in her room at this time
// (misc.c show_floor).
func (g *RogueGame) showFloor() bool {
if g.Player.Room.Flags&(Gone|Dark) == Dark && !g.Player.On(Blind) {
return g.Options.SeeFloor
}
return true
}
// findObj finds the unclaimed object at (y, x) (misc.c find_obj).
func (g *RogueGame) findObj(y, x int) *Object {
for _, obj := range g.Level.Objects {
if obj.Pos.Y == y && obj.Pos.X == x {
return obj
}
}
return nil
}
// eat lets her try to eat something (misc.c eat).
func (g *RogueGame) eat() {
obj := g.getItem("eat", KindFood)
if obj == nil {
return
}
if obj.Kind != KindFood {
if !g.Options.Terse {
g.msg("ugh, you would get ill if you ate that")
} else {
g.msg("that's Inedible!")
}
return
}
p := &g.Player
if p.FoodLeft < 0 {
p.FoodLeft = 0
}
if p.FoodLeft += HungerTime - 200 + g.rnd(400); p.FoodLeft > StomachSize {
p.FoodLeft = StomachSize
}
p.HungryState = 0
if obj == p.CurWeapon {
p.CurWeapon = nil
}
if obj.Which == 1 {
g.msg("my, that was a yummy %s", g.Fruit)
} else if g.rnd(100) > 70 {
p.Stats.Exp++
g.msg("%s, this food tastes awful", g.chooseStr("bummer", "yuk"))
g.checkLevel()
} else {
g.msg("%s, that tasted good", g.chooseStr("oh, wow", "yum"))
}
g.leavePack(obj, false, false)
}
// checkLevel checks to see if the guy has gone up a level (misc.c
// check_level).
func (g *RogueGame) checkLevel() {
p := &g.Player
var i int
for i = 0; eLevels[i] != 0; i++ {
if eLevels[i] > p.Stats.Exp {
break
}
}
i++
olevel := p.Stats.Lvl
p.Stats.Lvl = i
if i > olevel {
add := g.roll(i-olevel, 10)
p.Stats.MaxHP += add
p.Stats.HP += add
g.msg("welcome to level %d", i)
}
}
// chgStr modifies the player's strength, keeping track of the highest it
// has been (misc.c chg_str).
func (g *RogueGame) chgStr(amt int) {
if amt == 0 {
return
}
p := &g.Player
addStr(&p.Stats.Str, amt)
comp := p.Stats.Str
if p.IsRing(Left, RingAddStrength) {
addStr(&comp, -p.CurRing[Left].Bonus)
}
if p.IsRing(Right, RingAddStrength) {
addStr(&comp, -p.CurRing[Right].Bonus)
}
if comp > p.MaxStats.Str {
p.MaxStats.Str = comp
}
}
// addStr performs the actual strength add, checking bounds (misc.c add_str).
func addStr(sp *int, amt int) {
if *sp += amt; *sp < 3 {
*sp = 3
} else if *sp > 31 {
*sp = 31
}
}
// addHaste adds a haste to the player (misc.c add_haste).
func (g *RogueGame) addHaste(potion bool) bool {
p := &g.Player
if p.On(Hasted) {
g.NoCommand += g.rnd(8)
p.Flags.Clear(Awake | Hasted)
g.Extinguish(DNohaste)
g.msg("you faint from exhaustion")
return false
}
p.Flags.Set(Hasted)
if potion {
g.Fuse(DNohaste, 0, g.rnd(4)+4, After)
}
return true
}
// aggravate aggravates all the monsters on this level (misc.c aggravate).
func (g *RogueGame) aggravate() {
// runto() can splice the monster list while we walk it, so iterate a copy.
monsters := append([]*Monster(nil), g.Level.Monsters...)
for _, mp := range monsters {
g.runto(mp.Pos)
}
}
// vowelstr returns "n" if the string starts with a vowel, for "a"/"an"
// (misc.c vowelstr).
func vowelstr(str string) string {
if str == "" {
return ""
}
switch str[0] {
case 'a', 'A', 'e', 'E', 'i', 'I', 'o', 'O', 'u', 'U':
return "n"
}
return ""
}
// isCurrent sees if the object is one of the currently used items
// (misc.c is_current).
func (g *RogueGame) isCurrent(obj *Object) bool {
if obj == nil {
return false
}
p := &g.Player
if obj == p.CurArmor || obj == p.CurWeapon ||
obj == p.CurRing[Left] || obj == p.CurRing[Right] {
if !g.Options.Terse {
g.addmsg("That's already ")
}
g.msg("in use")
return true
}
return false
}
// getDir sets up the direction coordinate for use in various "prefix"
// commands (misc.c get_dir).
func (g *RogueGame) getDir() bool {
if g.Again && g.LastDir != 0 {
g.Delta = g.lastDelt
g.DirCh = g.LastDir
} else {
prompt := "direction: "
if !g.Options.Terse {
prompt = "which direction? "
g.msg("%s", prompt)
}
for {
gotit := true
switch g.DirCh = g.readchar(); g.DirCh {
case 'h', 'H':
g.Delta = Coord{X: -1, Y: 0}
case 'j', 'J':
g.Delta = Coord{X: 0, Y: 1}
case 'k', 'K':
g.Delta = Coord{X: 0, Y: -1}
case 'l', 'L':
g.Delta = Coord{X: 1, Y: 0}
case 'y', 'Y':
g.Delta = Coord{X: -1, Y: -1}
case 'u', 'U':
g.Delta = Coord{X: 1, Y: -1}
case 'b', 'B':
g.Delta = Coord{X: -1, Y: 1}
case 'n', 'N':
g.Delta = Coord{X: 1, Y: 1}
case Escape:
g.LastDir = 0
g.resetLast()
return false
default:
g.Msgs.Mpos = 0
g.msg("%s", prompt)
gotit = false
}
if gotit {
break
}
}
g.DirCh = toLower(g.DirCh)
g.LastDir = g.DirCh
g.lastDelt = g.Delta
}
if g.Player.On(Confused) && g.rnd(5) == 0 {
for {
g.Delta.Y = g.rnd(3) - 1
g.Delta.X = g.rnd(3) - 1
if g.Delta.Y != 0 || g.Delta.X != 0 {
break
}
}
}
g.Msgs.Mpos = 0
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.
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))
} else {
i = g.rnd(len(thingList) - 1)
}
return thingList[i]
}
// chooseStr picks the first or second string depending on whether the
// player is tripping (misc.c choose_str).
func (g *RogueGame) chooseStr(ts, ns string) string {
if g.Player.On(Hallucinating) {
return ts
}
return ns
}
// unctrl gives a printable representation of a character, like curses
// unctrl(): control characters display as ^X.
func unctrl(ch byte) string {
if ch < ' ' {
return "^" + string(ch+'@')
}
if ch == 0x7f {
return "^?"
}
return string(ch)
}

193
game/monsters.go Normal file
View File

@@ -0,0 +1,193 @@
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
if wander {
mons = &wandMons
}
for {
d := g.Depth + (g.rnd(10) - 6)
if d < 0 {
d = g.rnd(5)
}
if d > 25 {
d = g.rnd(5) + 21
}
if mons[d] != 0 {
return mons[d]
}
}
}
// newMonster picks a new monster and adds it to the list (monsters.c
// new_monster).
func (g *RogueGame) newMonster(tp *Monster, typ byte, cp Coord) {
levAdd := g.Depth - AmuletLevel
if levAdd < 0 {
levAdd = 0
}
attachMon(&g.Level.Monsters, tp)
tp.Type = typ
tp.Disguise = typ
tp.Pos = cp
g.move(cp.Y, cp.X)
tp.OldCh = g.inch()
tp.Room = g.roomin(cp)
g.Level.SetMonsterAt(cp.Y, cp.X, tp)
mp := &g.Monsters[tp.Type-'A']
tp.Stats.Lvl = mp.Stats.Lvl + levAdd
tp.Stats.MaxHP = g.roll(tp.Stats.Lvl, 8)
tp.Stats.HP = tp.Stats.MaxHP
tp.Stats.ArmorClass = mp.Stats.ArmorClass - levAdd
tp.Stats.Dmg = mp.Stats.Dmg
tp.Stats.Str = mp.Stats.Str
tp.Stats.Exp = mp.Stats.Exp + levAdd*10 + expAdd(tp)
tp.Flags = mp.Flags
if g.Depth > 29 {
tp.Flags.Set(Hasted)
}
tp.Turn = true
tp.Pack = nil
if g.Player.IsWearing(RingAggravateMonsters) {
g.runto(cp)
}
if typ == 'X' {
tp.Disguise = g.rndThing()
}
}
// expAdd is the experience to add for this monster's level/hit points
// (monsters.c exp_add).
func expAdd(tp *Monster) int {
var mod int
if tp.Stats.Lvl == 1 {
mod = tp.Stats.MaxHP / 8
} else {
mod = tp.Stats.MaxHP / 6
}
if tp.Stats.Lvl > 9 {
mod *= 20
} else if tp.Stats.Lvl > 6 {
mod *= 4
}
return mod
}
// wanderer creates a new wandering monster and aims it at the player
// (monsters.c wanderer).
func (g *RogueGame) wanderer() {
tp := &Monster{}
var cp Coord
for {
cp, _ = g.findFloor(nil, 0, true)
if g.roomin(cp) != g.Player.Room {
break
}
}
g.newMonster(tp, g.randMonster(true), cp)
if g.Player.On(SenseMonsters) {
g.standout()
if !g.Player.On(Hallucinating) {
g.addch(tp.Type)
} else {
g.addch(byte(g.rnd(26) + 'A'))
}
g.standend()
}
g.runto(tp.Pos)
}
// wakeMonster is what to do when the hero steps next to a monster
// (monsters.c wake_monster).
func (g *RogueGame) wakeMonster(y, x int) *Monster {
p := &g.Player
tp := g.Level.MonsterAt(y, x)
if tp == nil {
panic("can't find monster in wake_monster")
}
ch := tp.Type
// Every time he sees a mean monster, it might start chasing him
if !tp.On(Awake) && g.rnd(3) != 0 && tp.On(Mean) && !tp.On(Held) &&
!p.IsWearing(RingStealth) && !p.On(Levitating) {
tp.Dest = &p.Pos
tp.Flags.Set(Awake)
}
if ch == 'M' && !p.On(Blind) && !p.On(Hallucinating) &&
!tp.On(Found) && !tp.On(Cancelled) && tp.On(Awake) {
rp := p.Room
if (rp != nil && !rp.Flags.Has(Dark)) ||
distance(y, x, p.Pos.Y, p.Pos.X) < LampDist {
tp.Flags.Set(Found)
if !g.save(VsMagic) {
if p.On(Confused) {
g.Lengthen(DUnconfuse, g.spread(HuhDuration))
} else {
g.Fuse(DUnconfuse, 0, g.spread(HuhDuration), After)
}
p.Flags.Set(Confused)
mname := g.setMname(tp)
g.addmsg("%s", mname)
if mname != "it" {
g.addmsg("'")
}
g.msg("s gaze has confused you")
}
}
}
// Let greedy ones guard gold
if tp.On(Greedy) && !tp.On(Awake) {
tp.Flags.Set(Awake)
if p.Room.GoldVal != 0 {
tp.Dest = &p.Room.Gold
} else {
tp.Dest = &p.Pos
}
}
return tp
}
// givePack gives a pack to a monster if it deserves one (monsters.c
// give_pack).
func (g *RogueGame) givePack(tp *Monster) {
if g.Depth >= g.MaxDepth && g.rnd(100) < g.Monsters[tp.Type-'A'].Carry {
attachObj(&tp.Pack, g.newThing())
}
}
// saveThrow sees if a creature saves against something (monsters.c
// save_throw).
func (g *RogueGame) saveThrow(which int, st *Stats) bool {
need := 14 + which - st.Lvl/2
return g.roll(1, 20) >= need
}
// save sees if the hero saves against various nasty things (monsters.c
// save).
func (g *RogueGame) save(which int) bool {
p := &g.Player
if which == VsMagic {
if p.IsRing(Left, RingProtection) {
which -= p.CurRing[Left].Bonus
}
if p.IsRing(Right, RingProtection) {
which -= p.CurRing[Right].Bonus
}
}
return g.saveThrow(which, &p.Stats)
}

341
game/move.go Normal file
View File

@@ -0,0 +1,341 @@
package game
// move.c — hero movement commands.
// doRun starts the hero running (move.c do_run).
func (g *RogueGame) doRun(ch byte) {
g.Running = true
g.After = false
g.RunCh = ch
}
// doMove checks that a move is legal and handles the consequences —
// fighting, picking up, etc. (move.c do_move).
func (g *RogueGame) doMove(dy, dx int) {
p := &g.Player
g.Firstmove = false
if g.NoMove > 0 {
g.NoMove--
g.msg("you are still stuck in the bear trap")
return
}
// Do a confused move (maybe)
var nh Coord
if p.On(Confused) && g.rnd(5) != 0 {
nh = g.rndmove(&p.Creature)
if nh == p.Pos {
g.After = false
g.Running = false
g.ToDeath = false
return
}
} else {
nh = Coord{Y: p.Pos.Y + dy, X: p.Pos.X + dx}
}
over:
// Check if he tried to move off the screen or make an illegal diagonal
// move, and stop him if he did.
hitBound := nh.X < 0 || nh.X >= NumCols || nh.Y <= 0 || nh.Y >= NumLines-1
var ch byte
var fl PlaceFlags
if !hitBound {
if !g.diagOk(p.Pos, nh) {
g.After = false
g.Running = false
return
}
if g.Running && p.Pos == nh {
g.After = false
g.Running = false
}
fl = *g.Level.FlagsAt(nh.Y, nh.X)
ch = g.Level.VisibleChar(nh.Y, nh.X)
if !fl.Has(FReal) && ch == Floor {
if !p.On(Levitating) {
ch = Trap
g.Level.SetChar(nh.Y, nh.X, Trap)
g.Level.FlagsAt(nh.Y, nh.X).Set(FReal)
}
} else if p.On(Held) && ch != 'F' {
g.msg("you are being held")
return
}
}
if hitBound {
ch = ' ' // fall into the wall case below
}
switch ch {
case ' ', '|', '-':
if g.Options.PassGo && g.Running && p.Room.Flags.Has(Gone) &&
!p.On(Blind) {
var b1, b2 bool
switch g.RunCh {
case 'h', 'l':
b1 = p.Pos.Y != 1 && g.turnOk(p.Pos.Y-1, p.Pos.X)
b2 = p.Pos.Y != NumLines-2 && g.turnOk(p.Pos.Y+1, p.Pos.X)
if b1 != b2 {
if b1 {
g.RunCh = 'k'
dy = -1
} else {
g.RunCh = 'j'
dy = 1
}
dx = 0
g.turnref()
nh = Coord{Y: p.Pos.Y + dy, X: p.Pos.X + dx}
goto over
}
case 'j', 'k':
b1 = p.Pos.X != 0 && g.turnOk(p.Pos.Y, p.Pos.X-1)
b2 = p.Pos.X != NumCols-1 && g.turnOk(p.Pos.Y, p.Pos.X+1)
if b1 != b2 {
if b1 {
g.RunCh = 'h'
dx = -1
} else {
g.RunCh = 'l'
dx = 1
}
dy = 0
g.turnref()
nh = Coord{Y: p.Pos.Y + dy, X: p.Pos.X + dx}
goto over
}
}
}
g.Running = false
g.After = false
case Door:
g.Running = false
if g.Level.FlagsAt(p.Pos.Y, p.Pos.X).Has(FPassage) {
g.enterRoom(nh)
}
g.moveStuff(nh, fl)
case Trap:
tr := g.beTrapped(nh)
if tr == TrapDoor || tr == TrapTeleport {
return
}
g.moveStuff(nh, fl)
case Passage:
// when you're in a corridor, you don't know if you're in a maze
// room or not, and there ain't no way to find out if you're
// leaving a maze room, so it is necessary to always recalculate
// proom.
p.Room = g.roomin(p.Pos)
g.moveStuff(nh, fl)
case Floor:
if !fl.Has(FReal) {
g.beTrapped(p.Pos)
}
g.moveStuff(nh, fl)
default:
if ch == Stairs {
g.SeenStairs = true
}
g.Running = false
if isUpper(ch) || g.Level.MonsterAt(nh.Y, nh.X) != nil {
g.fight(nh, p.CurWeapon, false)
} else {
if ch != Stairs {
g.Take = ch
}
g.moveStuff(nh, fl)
}
}
}
// moveStuff is the move_stuff label in do_move: complete the step.
func (g *RogueGame) moveStuff(nh Coord, fl PlaceFlags) {
p := &g.Player
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorAt())
if fl.Has(FPassage) && g.Level.Char(g.Oldpos.Y, g.Oldpos.X) == Door {
g.leaveRoom(nh)
}
p.Pos = nh
}
// turnOk decides whether it is legal to turn onto the given space
// (move.c turn_ok).
func (g *RogueGame) turnOk(y, x int) bool {
pp := g.Level.At(y, x)
return pp.Ch == Door || pp.Flags&(FReal|FPassage) == (FReal|FPassage)
}
// turnref decides whether to refresh at a passage turning (move.c turnref).
func (g *RogueGame) turnref() {
p := &g.Player
pp := g.Level.At(p.Pos.Y, p.Pos.X)
if !pp.Flags.Has(FSeen) {
if g.Options.Jump {
g.refresh()
}
pp.Flags.Set(FSeen)
}
}
// doorOpen is called to wake up things in a room that might move when the
// hero enters (move.c door_open).
func (g *RogueGame) doorOpen(rp *Room) {
if rp.Flags.Has(Gone) {
return
}
for y := rp.Pos.Y; y < rp.Pos.Y+rp.Max.Y; y++ {
for x := rp.Pos.X; x < rp.Pos.X+rp.Max.X; x++ {
if isUpper(g.Level.VisibleChar(y, x)) {
g.wakeMonster(y, x)
}
}
}
}
// beTrapped makes him pay for stepping on a trap (move.c be_trapped).
func (g *RogueGame) beTrapped(tc Coord) TrapKind {
p := &g.Player
if p.On(Levitating) {
return TrapRust // anything that's not a door or teleport
}
g.Running = false
g.Count = 0
pp := g.Level.At(tc.Y, tc.X)
pp.Ch = Trap
tr := TrapKind(pp.Flags & FTrapMask)
pp.Flags.Set(FSeen)
switch tr {
case TrapDoor:
g.Depth++
g.NewLevel()
g.msg("you fell into a trap!")
case TrapBear:
g.NoMove += g.spread(3) // BEARTIME
g.msg("you are caught in a bear trap")
case TrapMystery:
switch g.rnd(11) {
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))])
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))])
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))])
case 7:
g.msg("you suddenly feel very thirsty")
case 8:
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!", rainbow[g.rnd(len(rainbow))])
}
case TrapSleep:
g.NoCommand += g.spread(5) // SLEEPTIME
p.Flags.Clear(Awake)
g.msg("a strange white mist envelops you and you fall asleep")
case TrapArrow:
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")
}
case TrapTeleport:
// since the hero's leaving, look() won't put a TRAP down for us,
// so we have to do it ourself
g.teleport()
g.mvaddch(tc.Y, tc.X, Trap)
case TrapDart:
if !g.swing(p.Stats.Lvl+1, p.Stats.ArmorClass, 1) {
g.msg("a small dart whizzes by your ear and vanishes")
} else {
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.chgStr(-1)
}
g.msg("a small dart just hit you in the shoulder")
}
case TrapRust:
g.msg("a gush of water hits you on the head")
g.rustArmor(p.CurArmor)
}
g.flushType()
return tr
}
// rndmove moves in a random direction if the monster/person is confused
// (move.c rndmove).
func (g *RogueGame) rndmove(who *Creature) Coord {
ret := Coord{
Y: who.Pos.Y + g.rnd(3) - 1,
X: who.Pos.X + g.rnd(3) - 1,
}
// Now check to see if that's a legal move. If not, don't move.
// (I.e., bump into the wall or whatever)
if ret == who.Pos {
return ret
}
if !g.diagOk(who.Pos, ret) {
return who.Pos
}
ch := g.Level.VisibleChar(ret.Y, ret.X)
if !stepOk(ch) {
return who.Pos
}
if ch == Scroll {
var found *Object
for _, obj := range g.Level.Objects {
if ret.Y == obj.Pos.Y && ret.X == obj.Pos.X {
found = obj
break
}
}
if found != nil && found.ScrollKind() == ScrollScareMonster {
return who.Pos
}
}
return ret
}
// rustArmor rusts the given armor, if it is a legal kind to rust, and we
// aren't wearing a magic ring (move.c rust_armor).
func (g *RogueGame) rustArmor(arm *Object) {
if arm == nil || arm.Kind != KindArmor || arm.ArmorKind() == ArmorLeather ||
arm.ArmorClass >= 9 {
return
}
if arm.Flags.Has(Protected) || g.Player.IsWearing(RingMaintainArmor) {
if !g.ToDeath {
g.msg("the rust vanishes instantly")
}
} else {
arm.ArmorClass++
if !g.Options.Terse {
g.msg("your armor appears to be weaker now. Oh my!")
} else {
g.msg("your armor weakens")
}
}
}

159
game/newlevel.go Normal file
View File

@@ -0,0 +1,159 @@
package game
// new_level.c — dig and draw a new level.
const (
treasRoomChance = 20 // one chance in TREAS_ROOM for a treasure room
maxTreas = 10 // maximum number of treasures in a treasure room
minTreas = 2 // minimum number of treasures in a treasure room
maxTries = 10 // max number of tries to put down a monster
)
// NewLevel digs and draws a new level (new_level.c new_level).
func (g *RogueGame) NewLevel() {
p := &g.Player
p.Flags.Clear(Held) // unhold when you go down just in case
if g.Depth > g.MaxDepth {
g.MaxDepth = g.Depth
}
// Clean things off from last level
for i := range g.Level.Places {
g.Level.Places[i] = Place{Ch: ' ', Flags: FReal}
}
g.clear()
// Free up the monsters on the last level; the objects and their packs
// go with them (the garbage collector is our free_list).
g.Level.Monsters = nil
g.Level.Objects = nil
g.doRooms() // Draw rooms
g.doPassages() // Draw passages
p.NoFood++
g.putThings() // Place objects (if any)
// Place the traps
if g.rnd(10) < g.Depth {
g.Level.TrapCount = g.rnd(g.Depth/4) + 1
if g.Level.TrapCount > MaxTraps {
g.Level.TrapCount = MaxTraps
}
for i := g.Level.TrapCount; i > 0; i-- {
// not only wouldn't it be NICE to have traps in mazes (not
// that we care about being nice), since the trap number is
// stored where the passage number is, we can't actually do it.
var stairs Coord
for {
stairs, _ = g.findFloor(nil, 0, false)
if g.Level.Char(stairs.Y, stairs.X) == Floor {
break
}
}
sp := g.Level.FlagsAt(stairs.Y, stairs.X)
sp.Clear(FReal)
*sp |= PlaceFlags(g.rnd(NumTrapTypes))
}
}
// Place the staircase down.
stairs, _ := g.findFloor(nil, 0, false)
g.Level.Stairs = stairs
g.Level.SetChar(stairs.Y, stairs.X, Stairs)
g.SeenStairs = false
for _, tp := range g.Level.Monsters {
tp.Room = g.roomin(tp.Pos)
}
hero, _ := g.findFloor(nil, 0, true)
p.Pos = hero
g.enterRoom(hero)
g.mvaddch(hero.Y, hero.X, PlayerCh)
if p.On(SenseMonsters) {
g.turnSee(false)
}
if p.On(Hallucinating) {
g.visuals(0)
}
}
// rndRoom picks a room that is really there (new_level.c rnd_room).
func (g *RogueGame) rndRoom() int {
for {
rm := g.rnd(MaxRooms)
if !g.Level.Rooms[rm].Flags.Has(Gone) {
return rm
}
}
}
// putThings puts potions and scrolls on this level (new_level.c
// put_things).
func (g *RogueGame) putThings() {
// Once you have found the amulet, the only way to get new stuff is to
// go down into the dungeon.
if g.HasAmulet && g.Depth < g.MaxDepth {
return
}
// check for treasure rooms, and if so, put it in.
if g.rnd(treasRoomChance) == 0 {
g.treasRoom()
}
// Do MAXOBJ attempts to put things on a level
for i := 0; i < MaxObj; i++ {
if g.rnd(100) < 36 {
// Pick a new object and link it in the list
obj := g.newThing()
attachObj(&g.Level.Objects, obj)
// Put it somewhere
obj.Pos, _ = g.findFloor(nil, 0, false)
g.Level.SetChar(obj.Pos.Y, obj.Pos.X, obj.Kind.Glyph())
}
}
// If he is really deep in the dungeon and he hasn't found the amulet
// yet, put it somewhere on the ground
if g.Depth >= AmuletLevel && !g.HasAmulet {
obj := newObject()
attachObj(&g.Level.Objects, obj)
obj.Damage = dice("0x0")
obj.HurlDmg = dice("0x0")
obj.ArmorClass = 11
obj.Kind = KindAmulet
// Put it somewhere
obj.Pos, _ = g.findFloor(nil, 0, false)
g.Level.SetChar(obj.Pos.Y, obj.Pos.X, Amulet)
}
}
// treasRoom adds a treasure room (new_level.c treas_room).
func (g *RogueGame) treasRoom() {
rp := &g.Level.Rooms[g.rndRoom()]
spots := (rp.Max.Y-2)*(rp.Max.X-2) - minTreas
if spots > maxTreas-minTreas {
spots = maxTreas - minTreas
}
numMonst := g.rnd(spots) + minTreas
for nm := numMonst; nm > 0; nm-- {
mp, _ := g.findFloorIn(rp, 2*maxTries, false)
tp := g.newThing()
tp.Pos = mp
attachObj(&g.Level.Objects, tp)
g.Level.SetChar(mp.Y, mp.X, tp.Kind.Glyph())
}
// fill up room with monsters from the next level down
nm := g.rnd(spots) + minTreas
if nm < numMonst+2 {
nm = numMonst + 2
}
spots = (rp.Max.Y - 2) * (rp.Max.X - 2)
if nm > spots {
nm = spots
}
g.Depth++
for ; nm > 0; nm-- {
if mp, ok := g.findFloorIn(rp, maxTries, true); ok {
tp := &Monster{}
g.newMonster(tp, g.randMonster(false), mp)
tp.Flags.Set(Mean) // no sloughers in THIS room
g.givePack(tp)
}
}
g.Depth--
}

127
game/newlevel_test.go Normal file
View File

@@ -0,0 +1,127 @@
package game
import (
"strings"
"testing"
)
func genLevel(t *testing.T, seed int32) *RogueGame {
t.Helper()
g := NewGame(Config{Seed: seed})
g.NewLevel()
return g
}
// renderMap draws the raw level map (not the screen) as text.
func renderMap(g *RogueGame) string {
var sb strings.Builder
for y := 0; y < NumLines; y++ {
for x := 0; x < NumCols; x++ {
ch := g.Level.Char(y, x)
if m := g.Level.MonsterAt(y, x); m != nil {
ch = m.Type
}
sb.WriteByte(ch)
}
sb.WriteByte('\n')
}
return sb.String()
}
func TestNewLevelInvariants(t *testing.T) {
for _, seed := range []int32{1, 12345, 2026, 99999} {
g := genLevel(t, seed)
// The staircase is somewhere real.
st := g.Level.Stairs
if g.Level.Char(st.Y, st.X) != Stairs {
t.Errorf("seed %d: no staircase at recorded stairs position", seed)
}
// The hero stands on a walkable, monster-free cell.
hp := g.Player.Pos
if !stepOk(g.Level.Char(hp.Y, hp.X)) {
t.Errorf("seed %d: hero on unwalkable cell %q", seed,
g.Level.Char(hp.Y, hp.X))
}
if g.Level.MonsterAt(hp.Y, hp.X) != nil {
t.Errorf("seed %d: hero standing on a monster", seed)
}
if g.Player.Room == nil {
t.Errorf("seed %d: hero not in any room", seed)
}
// Some rooms exist and are drawn.
m := renderMap(g)
if !strings.Contains(m, "|") || !strings.Contains(m, "-") {
t.Errorf("seed %d: no room walls drawn", seed)
}
if !strings.Contains(m, ".") && !strings.Contains(m, "#") {
t.Errorf("seed %d: no floor or passages drawn", seed)
}
// Every monster is indexed on the map and placed in a room.
for _, mon := range g.Level.Monsters {
if g.Level.MonsterAt(mon.Pos.Y, mon.Pos.X) != mon {
t.Errorf("seed %d: monster %c not indexed at its position",
seed, mon.Type)
}
if mon.Room == nil {
t.Errorf("seed %d: monster %c has no room", seed, mon.Type)
}
}
// Every level object sits on a cell displaying its type (items can
// share cells only with monsters standing on them).
for _, obj := range g.Level.Objects {
ch := g.Level.Char(obj.Pos.Y, obj.Pos.X)
if ch != obj.Kind.Glyph() &&
g.Level.MonsterAt(obj.Pos.Y, obj.Pos.X) == nil {
t.Errorf("seed %d: object %v at (%d,%d) but map shows %q",
seed, obj.Kind, obj.Pos.Y, obj.Pos.X, ch)
}
}
// The player has her starting kit: food, armor, mace, bow, arrows.
if len(g.Player.Pack) != 5 {
t.Errorf("seed %d: starting pack has %d items, want 5",
seed, len(g.Player.Pack))
}
if g.Player.CurWeapon == nil ||
g.Player.CurWeapon.WeaponKind() != WeaponMace {
t.Errorf("seed %d: not wielding the starting mace", seed)
}
if g.Player.CurArmor == nil ||
g.Player.CurArmor.ArmorKind() != ArmorRingMail {
t.Errorf("seed %d: not wearing the starting ring mail", seed)
}
}
}
func TestNewLevelDeterministic(t *testing.T) {
a := renderMap(genLevel(t, 12345))
b := renderMap(genLevel(t, 12345))
if a != b {
t.Error("same seed produced different levels")
}
c := renderMap(genLevel(t, 54321))
if a == c {
t.Error("different seeds produced identical levels")
}
}
// TestDeeperLevels exercises generation across many depths and seeds —
// mazes, dark rooms, traps, treasure rooms — as a crash/invariant sweep.
func TestDeeperLevels(t *testing.T) {
for _, seed := range []int32{7, 42, 1000, 31337} {
g := NewGame(Config{Seed: seed})
for depth := 1; depth <= 30; depth++ {
g.Depth = depth
g.NewLevel()
st := g.Level.Stairs
if g.Level.Char(st.Y, st.X) != Stairs {
t.Fatalf("seed %d depth %d: missing staircase", seed, depth)
}
}
}
}

154
game/object.go Normal file
View File

@@ -0,0 +1,154 @@
package game
// ObjectKind is the category of an item. In C this was the o_type byte,
// which doubled as the character drawn on the map; the port separates the
// category (ObjectKind) from its display character (Glyph).
type ObjectKind int
const (
KindNone ObjectKind = iota
KindPotion
KindScroll
KindFood
KindWeapon
KindArmor
KindRing
KindWand // a "stick": wand or staff
KindAmulet
KindGold
)
// Prompt-filter pseudo-kinds for item selection (rogue.h CALLABLE and
// R_OR_S): they never appear on an Object, only as getItem filters.
const (
KindCallable ObjectKind = -1
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,
}
// Glyph returns the map/display character for this kind of object.
func (k ObjectKind) Glyph() byte {
if k < 0 || int(k) >= len(kindGlyphs) {
return ' '
}
return kindGlyphs[k]
}
// String names the category the way the C type_name() did.
func (k ObjectKind) String() string {
switch k {
case KindPotion:
return "potion"
case KindScroll:
return "scroll"
case KindFood:
return "food"
case KindWeapon:
return "weapon"
case KindArmor:
return "suit of armor"
case KindRing:
return "ring"
case KindWand:
return "wand or staff"
case KindAmulet:
return "amulet"
case KindGold:
return "gold"
case KindRingOrStick:
return "ring, wand or staff"
}
return "bizarre thing"
}
// 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)
}
}
return KindNone
}
// MergesInPack reports whether picking up another of this kind merges into
// an existing pack entry's count (rogue.h ISMULT).
func (k ObjectKind) MergesInPack() bool {
return k == KindPotion || k == KindScroll || k == KindFood
}
// Object is the _o arm of the C THING union: anything that can lie on the
// floor or ride in a pack.
type Object struct {
Kind ObjectKind // what kind of object it is (o_type)
Pos Coord // where it lives on the screen
Text string // what it says if you read it
Launch WeaponKind // what you need to launch it (noWeapon if none)
PackCh byte // what character it is in the pack
Damage DiceSpec // damage if used like sword
HurlDmg DiceSpec // damage if thrown
Count int // count for plural objects
Which int // which object of a type it is (index for the Kind's table)
HPlus int // plusses to hit
DPlus int // plusses to damage
ArmorClass int // armor protection (armor only)
Charges int // charges remaining (wands and staffs only)
GoldValue int // worth (gold piles only)
Bonus int // magic bonus (rings only: protection, add strength, ...)
Flags ObjFlags
Group int // group number for this object
Label string // label for object
}
// newObject is list.c new_item() for objects: a zeroed Object with the
// same non-zero defaults the C code relies on.
func newObject() *Object {
return &Object{Launch: noWeapon}
}
// PotionKind returns Which as a potion kind; valid only for KindPotion.
func (o *Object) PotionKind() PotionKind { return PotionKind(o.Which) }
// ScrollKind returns Which as a scroll kind; valid only for KindScroll.
func (o *Object) ScrollKind() ScrollKind { return ScrollKind(o.Which) }
// RingKind returns Which as a ring kind; valid only for KindRing.
func (o *Object) RingKind() RingKind { return RingKind(o.Which) }
// WandKind returns Which as a wand kind; valid only for KindWand.
func (o *Object) WandKind() WandKind { return WandKind(o.Which) }
// WeaponKind returns Which as a weapon kind; valid only for KindWeapon.
func (o *Object) WeaponKind() WeaponKind { return WeaponKind(o.Which) }
// ArmorKind returns Which as an armor kind; valid only for KindArmor.
func (o *Object) ArmorKind() ArmorKind { return ArmorKind(o.Which) }
// attachObj is list.c attach(): push item onto the front of a list.
func attachObj(list *[]*Object, item *Object) {
*list = append([]*Object{item}, *list...)
}
// detachObj is list.c detach(): remove item (by identity) from a list.
func detachObj(list *[]*Object, item *Object) {
for i, o := range *list {
if o == item {
*list = append((*list)[:i], (*list)[i+1:]...)
return
}
}
}

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()
}

402
game/pack.go Normal file
View File

@@ -0,0 +1,402 @@
package game
// pack.c — routines to deal with the pack.
// addPack picks up an object and adds it to the pack; if obj is non-nil use
// it instead of getting it off the ground (pack.c add_pack).
func (g *RogueGame) addPack(obj *Object, silent bool) {
p := &g.Player
fromFloor := false
if obj == nil {
if obj = g.findObj(p.Pos.Y, p.Pos.X); obj == nil {
return
}
fromFloor = true
}
// Check for and deal with scare monster scrolls
if obj.Kind == KindScroll && obj.ScrollKind() == ScrollScareMonster && obj.Flags.Has(WasFound) {
detachObj(&g.Level.Objects, obj)
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorCh())
if p.Room.Flags.Has(Gone) {
g.Level.SetChar(p.Pos.Y, p.Pos.X, Passage)
} else {
g.Level.SetChar(p.Pos.Y, p.Pos.X, Floor)
}
g.msg("the scroll turns to dust as you pick it up")
return
}
if len(p.Pack) == 0 {
p.Pack = append(p.Pack, obj)
obj.PackCh = g.packChar()
p.Inpack++
} else {
// Walk the pack looking for the insertion point, keeping items of
// one type together and merging stackable/grouped items — a direct
// translation of the C linked-list walk. lp is the index to insert
// after; -1 after a merge means no insertion.
lp := -1
merged := false
for i := 0; i < len(p.Pack); i++ {
if p.Pack[i].Kind != obj.Kind {
lp = i
continue
}
// found the group of our type: scan for matching subtype
for p.Pack[i].Kind == obj.Kind && p.Pack[i].Which != obj.Which {
lp = i
if i+1 >= len(p.Pack) {
break
}
i++
}
op := p.Pack[i]
if op.Kind == obj.Kind && op.Which == obj.Which {
if op.Kind.MergesInPack() {
if !g.packRoom(fromFloor, obj) {
return
}
op.Count++
obj = op
lp = -1
merged = true
} else if obj.Group != 0 {
lp = i
for p.Pack[i].Kind == obj.Kind &&
p.Pack[i].Which == obj.Which &&
p.Pack[i].Group != obj.Group {
lp = i
if i+1 >= len(p.Pack) {
break
}
i++
}
op = p.Pack[i]
if op.Kind == obj.Kind && op.Which == obj.Which &&
op.Group == obj.Group {
op.Count += obj.Count
p.Inpack--
if !g.packRoom(fromFloor, obj) {
return
}
obj = op
lp = -1
merged = true
}
} else {
lp = i
}
}
break
}
if !merged && lp != -1 {
if !g.packRoom(fromFloor, obj) {
return
}
obj.PackCh = g.packChar()
p.Pack = append(p.Pack[:lp+1],
append([]*Object{obj}, p.Pack[lp+1:]...)...)
}
}
obj.Flags.Set(WasFound)
// If this was the object of something's desire, that monster will get
// mad and run at the hero.
for _, op := range g.Level.Monsters {
if op.Dest == &obj.Pos {
op.Dest = &p.Pos
}
}
if obj.Kind == KindAmulet {
g.HasAmulet = true
}
// Notify the user
if !silent {
if !g.Options.Terse {
g.addmsg("you now have ")
}
g.msg("%s (%c)", g.invName(obj, !g.Options.Terse), obj.PackCh)
}
}
// packRoom sees if there's room in the pack; if not, prints an appropriate
// message (pack.c pack_room).
func (g *RogueGame) packRoom(fromFloor bool, obj *Object) bool {
p := &g.Player
if p.Inpack++; p.Inpack > MaxPack {
if !g.Options.Terse {
g.addmsg("there's ")
}
g.addmsg("no room")
if !g.Options.Terse {
g.addmsg(" in your pack")
}
g.endmsg()
if fromFloor {
g.moveMsg(obj)
}
p.Inpack = MaxPack
return false
}
if fromFloor {
detachObj(&g.Level.Objects, obj)
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorCh())
if p.Room.Flags.Has(Gone) {
g.Level.SetChar(p.Pos.Y, p.Pos.X, Passage)
} else {
g.Level.SetChar(p.Pos.Y, p.Pos.X, Floor)
}
}
return true
}
// leavePack takes an item out of the pack (pack.c leave_pack).
func (g *RogueGame) leavePack(obj *Object, newobj, all bool) *Object {
p := &g.Player
p.Inpack--
nobj := obj
if obj.Count > 1 && !all {
g.LastPick = obj
obj.Count--
if obj.Group != 0 {
p.Inpack++
}
if newobj {
copied := *obj
nobj = &copied
nobj.Count = 1
}
} else {
g.LastPick = nil
p.PackUsed[obj.PackCh-'a'] = false
detachObj(&p.Pack, obj)
}
return nobj
}
// packChar returns the next unused pack character (pack.c pack_char).
func (g *RogueGame) packChar() byte {
p := &g.Player
for i := range p.PackUsed {
if !p.PackUsed[i] {
p.PackUsed[i] = true
return byte(i) + 'a'
}
}
return byte(len(p.PackUsed)) + 'a' // C would walk off the array here
}
// inventory lists what is in the pack; returns true if there is something
// of the given type (pack.c inventory).
func (g *RogueGame) inventory(list []*Object, kind ObjectKind) bool {
g.NObjs = 0
for _, item := range list {
if kind != KindNone && kind != item.Kind &&
!(kind == KindCallable && item.Kind != KindFood &&
item.Kind != KindAmulet) &&
!(kind == KindRingOrStick &&
(item.Kind == KindRing || item.Kind == KindWand)) {
continue
}
g.NObjs++
g.Msgs.MsgEsc = true
line := string(item.PackCh) + ") " + g.invName(item, false)
if g.addLine("%s", line) == Escape {
g.Msgs.MsgEsc = false
g.msg("")
return true
}
g.Msgs.MsgEsc = false
}
if g.NObjs == 0 {
if g.Options.Terse {
if kind == KindNone {
g.msg("empty handed")
} else {
g.msg("nothing appropriate")
}
} else {
if kind == KindNone {
g.msg("you are empty handed")
} else {
g.msg("you don't have anything appropriate")
}
}
return false
}
g.endLine()
return true
}
// pickUp adds something to the character's pack (pack.c pick_up).
func (g *RogueGame) pickUp(ch byte) {
p := &g.Player
if p.On(Levitating) {
return
}
obj := g.findObj(p.Pos.Y, p.Pos.X)
if g.MoveOn {
g.moveMsg(obj)
return
}
switch ch {
case Gold:
if obj == nil {
return
}
g.money(obj.GoldValue)
detachObj(&g.Level.Objects, obj)
p.Room.GoldVal = 0
default:
g.addPack(nil, false)
}
}
// moveMsg prints the message if you are just moving onto an object
// (pack.c move_msg).
func (g *RogueGame) moveMsg(obj *Object) {
if !g.Options.Terse {
g.addmsg("you ")
}
g.msg("moved onto %s", g.invName(obj, true))
}
// pickyInven allows the player to inventory a single item (pack.c
// picky_inven).
func (g *RogueGame) pickyInven() {
p := &g.Player
if len(p.Pack) == 0 {
g.msg("you aren't carrying anything")
return
}
if len(p.Pack) == 1 {
g.msg("a) %s", g.invName(p.Pack[0], false))
return
}
g.msg("%s", g.chooseTerse("item: ", "which item do you wish to inventory: "))
g.Msgs.Mpos = 0
mch := g.readchar()
if mch == Escape {
g.msg("")
return
}
for _, obj := range p.Pack {
if mch == obj.PackCh {
g.msg("%c) %s", mch, g.invName(obj, false))
return
}
}
g.msg("'%s' not in pack", unctrl(mch))
}
// getItem picks something out of a pack for a purpose (pack.c get_item).
func (g *RogueGame) getItem(purpose string, kind ObjectKind) *Object {
p := &g.Player
if len(p.Pack) == 0 {
g.msg("you aren't carrying anything")
return nil
}
if g.Again {
if g.LastPick != nil {
return g.LastPick
}
g.msg("you ran out")
return nil
}
for {
if !g.Options.Terse {
g.addmsg("which object do you want to ")
}
g.addmsg("%s", purpose)
if g.Options.Terse {
g.addmsg(" what")
}
g.msg("? (* for list): ")
ch := g.readchar()
g.Msgs.Mpos = 0
// Give the poor player a chance to abort the command
if ch == Escape {
g.resetLast()
g.After = false
g.msg("")
return nil
}
g.NObjs = 1 // normal case: person types one char
if ch == '*' {
g.Msgs.Mpos = 0
if !g.inventory(p.Pack, kind) {
g.After = false
return nil
}
continue
}
for _, obj := range p.Pack {
if obj.PackCh == ch {
return obj
}
}
g.msg("'%s' is not a valid item", unctrl(ch))
}
}
// money adds or subtracts gold from the pack (pack.c money).
func (g *RogueGame) money(value int) {
p := &g.Player
p.Purse += value
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorCh())
if p.Room.Flags.Has(Gone) {
g.Level.SetChar(p.Pos.Y, p.Pos.X, Passage)
} else {
g.Level.SetChar(p.Pos.Y, p.Pos.X, Floor)
}
if value > 0 {
if !g.Options.Terse {
g.addmsg("you found ")
}
g.msg("%d gold pieces", value)
}
}
// floorCh returns the appropriate floor character for her room
// (pack.c floor_ch).
func (g *RogueGame) floorCh() byte {
if g.Player.Room.Flags.Has(Gone) {
return Passage
}
if g.showFloor() {
return Floor
}
return ' '
}
// floorAt returns the character at the hero's position, taking see_floor
// into account (pack.c floor_at).
func (g *RogueGame) floorAt() byte {
ch := g.Level.Char(g.Player.Pos.Y, g.Player.Pos.X)
if ch == Floor {
ch = g.floorCh()
}
return ch
}
// resetLast resets the last command when the current one is aborted
// (pack.c reset_last).
func (g *RogueGame) resetLast() {
g.LastComm = g.LLastComm
g.LastDir = g.LLastDir
g.LastPick = g.LLastPick
}
// chooseTerse picks the terse or verbose variant of a message.
func (g *RogueGame) chooseTerse(terse, verbose string) string {
if g.Options.Terse {
return terse
}
return verbose
}

334
game/passages.go Normal file
View File

@@ -0,0 +1,334 @@
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 isconn [MaxRooms][MaxRooms]bool
var ingraph [MaxRooms]bool
// starting with one room, connect it to a random adjacent room and
// then pick a new room to start with.
roomcount := 1
r1 := g.rnd(MaxRooms)
ingraph[r1] = true
for {
// find a room to connect with
j := 0
r2 := -1
for i := 0; i < MaxRooms; i++ {
if rdesConn[r1][i] && !ingraph[i] {
if j++; g.rnd(j) == 0 {
r2 = i
}
}
}
if j == 0 {
// if no adjacent rooms are outside the graph, pick a new room
// to look from
for {
r1 = g.rnd(MaxRooms)
if ingraph[r1] {
break
}
}
} else {
// otherwise, connect new room to the graph, and draw a tunnel
// to it
ingraph[r2] = true
g.conn(r1, r2)
isconn[r1][r2] = true
isconn[r2][r1] = true
roomcount++
}
if roomcount >= MaxRooms {
break
}
}
// attempt to add passages to the graph a random number of times so that
// there isn't always just one unique passage through it.
for roomcount = g.rnd(5); roomcount > 0; roomcount-- {
r1 = g.rnd(MaxRooms) // a random room to look from
// find an adjacent room not already connected
j := 0
r2 := -1
for i := 0; i < MaxRooms; i++ {
if rdesConn[r1][i] && !isconn[r1][i] {
if j++; g.rnd(j) == 0 {
r2 = i
}
}
}
// if there is one, connect it and look for the next added passage
if j != 0 {
g.conn(r1, r2)
isconn[r1][r2] = true
isconn[r2][r1] = true
}
}
g.passnum()
}
// conn draws a corridor from a room in a certain direction (passages.c
// conn).
func (g *RogueGame) conn(r1, r2 int) {
var rm int
var direc byte
if r1 < r2 {
rm = r1
if r1+1 == r2 {
direc = 'r'
} else {
direc = 'd'
}
} else {
rm = r2
if r2+1 == r1 {
direc = 'r'
} else {
direc = 'd'
}
}
rpf := &g.Level.Rooms[rm]
// Set up the movement variables, in two cases: first drawing one down.
var rpt *Room
var del, turnDelta, spos, epos Coord
var distance, turnDistance int
if direc == 'd' {
rmt := rm + 3 // room # of dest
rpt = &g.Level.Rooms[rmt] // room pointer of dest
del = Coord{X: 0, Y: 1} // direction of move
spos = rpf.Pos // start of move
epos = rpt.Pos // end of move
if !rpf.Flags.Has(Gone) { // if not gone pick door pos
for {
spos.X = rpf.Pos.X + g.rnd(rpf.Max.X-2) + 1
spos.Y = rpf.Pos.Y + rpf.Max.Y - 1
if !(rpf.Flags.Has(Maze) && !g.Level.FlagsAt(spos.Y, spos.X).Has(FPassage)) {
break
}
}
}
if !rpt.Flags.Has(Gone) {
for {
epos.X = rpt.Pos.X + g.rnd(rpt.Max.X-2) + 1
if !(rpt.Flags.Has(Maze) && !g.Level.FlagsAt(epos.Y, epos.X).Has(FPassage)) {
break
}
}
}
distance = abs(spos.Y-epos.Y) - 1 // distance to move
turnDelta.Y = 0 // direction to turn
if spos.X < epos.X {
turnDelta.X = 1
} else {
turnDelta.X = -1
}
turnDistance = abs(spos.X - epos.X) // how far to turn
} else { // setup for moving right
rmt := rm + 1
rpt = &g.Level.Rooms[rmt]
del = Coord{X: 1, Y: 0}
spos = rpf.Pos
epos = rpt.Pos
if !rpf.Flags.Has(Gone) {
for {
spos.X = rpf.Pos.X + rpf.Max.X - 1
spos.Y = rpf.Pos.Y + g.rnd(rpf.Max.Y-2) + 1
if !(rpf.Flags.Has(Maze) && !g.Level.FlagsAt(spos.Y, spos.X).Has(FPassage)) {
break
}
}
}
if !rpt.Flags.Has(Gone) {
for {
epos.Y = rpt.Pos.Y + g.rnd(rpt.Max.Y-2) + 1
if !(rpt.Flags.Has(Maze) && !g.Level.FlagsAt(epos.Y, epos.X).Has(FPassage)) {
break
}
}
}
distance = abs(spos.X-epos.X) - 1
if spos.Y < epos.Y {
turnDelta.Y = 1
} else {
turnDelta.Y = -1
}
turnDelta.X = 0
turnDistance = abs(spos.Y - epos.Y)
}
turnSpot := g.rnd(distance-1) + 1 // where turn starts
// Draw in the doors on either side of the passage or just put #'s if
// the rooms are gone.
if !rpf.Flags.Has(Gone) {
g.door(rpf, spos)
} else {
g.putpass(spos)
}
if !rpt.Flags.Has(Gone) {
g.door(rpt, epos)
} else {
g.putpass(epos)
}
// Get ready to move...
curr := spos
for distance > 0 {
// Move to new position
curr.X += del.X
curr.Y += del.Y
// Check if we are at the turn place, if so do the turn
if distance == turnSpot {
for ; turnDistance > 0; turnDistance-- {
g.putpass(curr)
curr.X += turnDelta.X
curr.Y += turnDelta.Y
}
}
// Continue digging along
g.putpass(curr)
distance--
}
curr.X += del.X
curr.Y += del.Y
if curr != epos {
g.msg("warning, connectivity problem on this level")
}
}
// putpass adds a passage character or secret passage here (passages.c
// putpass).
func (g *RogueGame) putpass(cp Coord) {
pp := g.Level.At(cp.Y, cp.X)
pp.Flags.Set(FPassage)
if g.rnd(10)+1 < g.Depth && g.rnd(40) == 0 {
pp.Flags.Clear(FReal)
} else {
pp.Ch = Passage
}
}
// door adds a door or possibly a secret door; also enters the door in the
// exits array of the room (passages.c door).
func (g *RogueGame) door(rm *Room, cp Coord) {
rm.Exits = append(rm.Exits, cp)
if rm.Flags.Has(Maze) {
return
}
pp := g.Level.At(cp.Y, cp.X)
if g.rnd(10)+1 < g.Depth && g.rnd(5) == 0 {
if cp.Y == rm.Pos.Y || cp.Y == rm.Pos.Y+rm.Max.Y-1 {
pp.Ch = '-'
} else {
pp.Ch = '|'
}
pp.Flags.Clear(FReal)
} else {
pp.Ch = Door
}
}
// addPass adds the passages to the current window — wizard command
// (passages.c add_pass).
func (g *RogueGame) addPass() {
for y := 1; y < NumLines-1; y++ {
for x := 0; x < NumCols; x++ {
pp := g.Level.At(y, x)
if pp.Flags.Has(FPassage) || pp.Ch == Door ||
(!pp.Flags.Has(FReal) && (pp.Ch == '|' || pp.Ch == '-')) {
ch := pp.Ch
if pp.Flags.Has(FPassage) {
ch = Passage
}
pp.Flags.Set(FSeen)
g.move(y, x)
if pp.Monst != nil {
pp.Monst.OldCh = pp.Ch
} else if pp.Flags.Has(FReal) {
g.addch(ch)
} else {
g.standout()
if pp.Flags.Has(FPassage) {
g.addch(Passage)
} else {
g.addch(Door)
}
g.standend()
}
}
}
}
}
// passnum assigns a number to each passageway (passages.c passnum).
func (g *RogueGame) passnum() {
g.pnum = 0
g.newpnum = false
for i := range g.Level.Passages {
g.Level.Passages[i].Exits = g.Level.Passages[i].Exits[:0]
}
for i := range g.Level.Rooms {
rp := &g.Level.Rooms[i]
for j := range rp.Exits {
g.newpnum = true
g.numpass(rp.Exits[j].Y, rp.Exits[j].X)
}
}
}
// numpass numbers a passageway square and its brethren (passages.c
// numpass).
func (g *RogueGame) numpass(y, x int) {
if x >= NumCols || x < 0 || y >= NumLines || y <= 0 {
return
}
fp := g.Level.FlagsAt(y, x)
if fp.Has(FPassNum) {
return
}
if g.newpnum {
g.pnum++
g.newpnum = false
}
// check to see if it is a door or secret door, i.e., a new exit, or a
// numerable type of place
if ch := g.Level.Char(y, x); ch == Door ||
(!fp.Has(FReal) && (ch == '|' || ch == '-')) {
rp := &g.Level.Passages[g.pnum]
rp.Exits = append(rp.Exits, Coord{Y: y, X: x})
} else if !fp.Has(FPassage) {
return
}
*fp |= PlaceFlags(g.pnum)
// recurse on the surrounding places
g.numpass(y+1, x)
g.numpass(y-1, x)
g.numpass(y, x+1)
g.numpass(y, x-1)
}
// abs is C abs() for ints.
func abs(n int) int {
if n < 0 {
return -n
}
return n
}

290
game/potions.go Normal file
View File

@@ -0,0 +1,290 @@
package game
import "fmt"
// 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 = [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
obj := g.getItem("quaff", KindPotion)
// Make certain that it is something that we want to drink
if obj == nil {
return
}
if obj.Kind != KindPotion {
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(Hallucinating)
g.leavePack(obj, false, false)
switch obj.PotionKind() {
case PotionConfusion:
g.doPot(PotionConfusion, !trip)
case PotionPoison:
g.Items.Potions[PotionPoison].Know = true
if p.IsWearing(RingSustainStrength) {
g.msg("you feel momentarily sick")
} else {
g.chgStr(-(g.rnd(3) + 1))
g.msg("you feel very sick now")
g.comeDown(0)
}
case PotionHealing:
g.Items.Potions[PotionHealing].Know = true
if p.Stats.HP += g.roll(p.Stats.Lvl, 4); p.Stats.HP > p.Stats.MaxHP {
p.Stats.MaxHP++
p.Stats.HP = p.Stats.MaxHP
}
g.sight(0)
g.msg("you begin to feel better")
case PotionGainStrength:
g.Items.Potions[PotionGainStrength].Know = true
g.chgStr(1)
g.msg("you feel stronger, now. What bulging muscles!")
case PotionDetectMonsters:
p.Flags.Set(SenseMonsters)
g.Fuse(DTurnSee, 1, HuhDuration, After)
if !g.turnSee(false) {
g.msg("you have a %s feeling for a moment, then it passes",
g.chooseStr("normal", "strange"))
}
case PotionDetectMagic:
// 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[PotionDetectMagic].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[PotionDetectMagic].Know = true
g.showWin("You sense the presence of magic on this level.--More--")
} else {
g.msg("you have a %s feeling for a moment, then it passes",
g.chooseStr("normal", "strange"))
}
case PotionLSD:
if !trip {
if p.On(SenseMonsters) {
g.turnSee(false)
}
g.StartDaemon(DVisuals, 0, Before)
g.SeenStairs = g.seenStairs()
}
g.doPot(PotionLSD, true)
case PotionSeeInvisible:
show := p.On(CanSeeInvisible)
g.doPot(PotionSeeInvisible, false)
if !show {
g.invisOn()
}
g.sight(0)
case PotionRaiseLevel:
g.Items.Potions[PotionRaiseLevel].Know = true
g.msg("you suddenly feel much more skillful")
g.raiseLevel()
case PotionExtraHealing:
g.Items.Potions[PotionExtraHealing].Know = true
if p.Stats.HP += g.roll(p.Stats.Lvl, 8); p.Stats.HP > p.Stats.MaxHP {
if p.Stats.HP > p.Stats.MaxHP+p.Stats.Lvl+1 {
p.Stats.MaxHP++
}
p.Stats.MaxHP++
p.Stats.HP = p.Stats.MaxHP
}
g.sight(0)
g.comeDown(0)
g.msg("you begin to feel much better")
case PotionHaste:
g.Items.Potions[PotionHaste].Know = true
g.After = false
if g.addHaste(true) {
g.msg("you feel yourself moving much faster")
}
case PotionRestoreStrength:
if p.IsRing(Left, RingAddStrength) {
addStr(&p.Stats.Str, -p.CurRing[Left].Bonus)
}
if p.IsRing(Right, RingAddStrength) {
addStr(&p.Stats.Str, -p.CurRing[Right].Bonus)
}
if p.Stats.Str < p.MaxStats.Str {
p.Stats.Str = p.MaxStats.Str
}
if p.IsRing(Left, RingAddStrength) {
addStr(&p.Stats.Str, p.CurRing[Left].Bonus)
}
if p.IsRing(Right, RingAddStrength) {
addStr(&p.Stats.Str, p.CurRing[Right].Bonus)
}
g.msg("hey, this tastes great. It make you feel warm all over")
case PotionBlindness:
g.doPot(PotionBlindness, true)
case PotionLevitation:
g.doPot(PotionLevitation, 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(kind PotionKind, knowit bool) {
pp := &pActions[kind]
if !g.Items.Potions[kind].Know {
g.Items.Potions[kind].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 kind == PotionSeeInvisible {
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).
func (o *Object) isMagic() bool {
switch o.Kind {
case KindArmor:
return o.Flags.Has(Protected) || o.ArmorClass != aClass[o.Which]
case KindWeapon:
return o.HPlus != 0 || o.DPlus != 0
case KindPotion, KindScroll, KindWand, KindRing, KindAmulet:
return true
}
return false
}
// invisOn turns on the ability to see invisible monsters (potions.c
// invis_on).
func (g *RogueGame) invisOn() {
g.Player.Flags.Set(CanSeeInvisible)
for _, mp := range g.Level.Monsters {
if mp.On(Invisible) && g.seeMonst(mp) && !g.Player.On(Hallucinating) {
g.mvaddch(mp.Pos.Y, mp.Pos.X, mp.Disguise)
}
}
}
// turnSee puts on or off seeing monsters on this level (potions.c
// turn_see).
func (g *RogueGame) turnSee(turnOff bool) bool {
addNew := false
for _, mp := range g.Level.Monsters {
g.move(mp.Pos.Y, mp.Pos.X)
canSee := g.seeMonst(mp)
if turnOff {
if !canSee {
g.addch(mp.OldCh)
}
} else {
if !canSee {
g.standout()
}
if !g.Player.On(Hallucinating) {
g.addch(mp.Type)
} else {
g.addch(byte(g.rnd(26) + 'A'))
}
if !canSee {
g.standend()
addNew = true
}
}
}
if turnOff {
g.Player.Flags.Clear(SenseMonsters)
} else {
g.Player.Flags.Set(SenseMonsters)
}
return addNew
}
// seenStairs reports whether the player has seen the stairs (potions.c
// seen_stairs).
func (g *RogueGame) seenStairs() bool {
st := g.Level.Stairs
g.move(st.Y, st.X)
if g.inch() == Stairs { // it's on the map
return true
}
if g.Player.Pos == st { // it's under him
return true
}
// if a monster is on the stairs, this gets hairy
if tp := g.Level.MonsterAt(st.Y, st.X); tp != nil {
if g.seeMonst(tp) && tp.On(Awake) { // visible and awake:
return true // it must have moved there
}
if g.Player.On(SenseMonsters) && tp.OldCh == Stairs {
return true
}
}
return false
}

174
game/rings.go Normal file
View File

@@ -0,0 +1,174 @@
package game
import "fmt"
// rings.c — routines dealing specifically with rings.
// ringOn puts a ring on a hand (rings.c ring_on).
func (g *RogueGame) ringOn() {
p := &g.Player
obj := g.getItem("put on", KindRing)
// Make certain that it is something that we want to wear
if obj == nil {
return
}
if obj.Kind != KindRing {
if !g.Options.Terse {
g.msg("it would be difficult to wrap that around a finger")
} else {
g.msg("not a ring")
}
return
}
// find out which hand to put it on
if g.isCurrent(obj) {
return
}
var ring int
switch {
case p.CurRing[Left] == nil && p.CurRing[Right] == nil:
if ring = g.gethand(); ring < 0 {
return
}
case p.CurRing[Left] == nil:
ring = Left
case p.CurRing[Right] == nil:
ring = Right
default:
if !g.Options.Terse {
g.msg("you already have a ring on each hand")
} else {
g.msg("wearing two")
}
return
}
p.CurRing[ring] = obj
// Calculate the effect it has on the poor guy.
switch obj.RingKind() {
case RingAddStrength:
g.chgStr(obj.Bonus)
case RingSeeInvisible:
g.invisOn()
case RingAggravateMonsters:
g.aggravate()
}
if !g.Options.Terse {
g.addmsg("you are now wearing ")
}
g.msg("%s (%c)", g.invName(obj, true), obj.PackCh)
}
// ringOff takes off a ring (rings.c ring_off).
func (g *RogueGame) ringOff() {
p := &g.Player
var ring int
switch {
case p.CurRing[Left] == nil && p.CurRing[Right] == nil:
if g.Options.Terse {
g.msg("no rings")
} else {
g.msg("you aren't wearing any rings")
}
return
case p.CurRing[Left] == nil:
ring = Right
case p.CurRing[Right] == nil:
ring = Left
default:
if ring = g.gethand(); ring < 0 {
return
}
}
g.Msgs.Mpos = 0
obj := p.CurRing[ring]
if obj == nil {
g.msg("not wearing such a ring")
return
}
if g.dropCheck(obj) {
g.msg("was wearing %s(%c)", g.invName(obj, true), obj.PackCh)
}
}
// gethand asks which hand the hero is interested in (rings.c gethand).
func (g *RogueGame) gethand() int {
for {
if g.Options.Terse {
g.msg("left or right ring? ")
} else {
g.msg("left hand or right hand? ")
}
c := g.readchar()
if c == Escape {
return -1
}
g.Msgs.Mpos = 0
if c == 'l' || c == 'L' {
return Left
}
if c == 'r' || c == 'R' {
return Right
}
if g.Options.Terse {
g.msg("L or R")
} else {
g.msg("please type L or R")
}
}
}
// 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 {
ring := g.Player.CurRing[hand]
if ring == nil {
return 0
}
eat := ringUses[ring.RingKind()]
if eat < 0 {
if g.rnd(-eat) == 0 {
eat = 1
} else {
eat = 0
}
}
if ring.RingKind() == RingSlowDigestion {
eat = -eat
}
return eat
}
// ringNum prints ring bonuses (rings.c ring_num).
func ringNum(g *RogueGame, obj *Object) string {
if !obj.Flags.Has(Known) {
return ""
}
switch obj.RingKind() {
case RingProtection, RingAddStrength, RingIncreaseDamage, RingDexterity:
return fmt.Sprintf(" [%s]", num(obj.Bonus, 0, Ring))
}
return ""
}

249
game/rip.go Normal file
View File

@@ -0,0 +1,249 @@
package game
import (
"fmt"
"time"
)
// rip.c — the fun ends: death or a total win.
//
// The C functions here call exit(); the port panics with a gameEnd sentinel
// that Run recovers, so the terminal is restored by normal unwinding.
// gameEnd is the sentinel carried by the panic that replaces my_exit().
type gameEnd struct{ status int }
// myExit leaves the process properly (main.c my_exit): it unwinds to Run.
func (g *RogueGame) myExit(st int) {
g.Playing = false
panic(gameEnd{status: st})
}
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
p.Purse -= p.Purse / 10
g.clear()
killer := g.killname(monst, false)
if !g.Options.Tombstone {
g.scr.Std.MvPrintw(NumLines-2, 0, "Killed by ")
if monst != 's' && monst != 'h' {
g.printw("a%s ", vowelstr(killer))
}
g.printw("%s with %d gold", killer, p.Purse)
} else {
year := time.Now().Year()
for i, line := range ripArt {
g.scr.Std.MvAddStr(8+i, 0, line)
}
g.mvaddstr(17, center(killer), killer)
if monst == 's' || monst == 'h' {
g.mvaddch(16, 32, ' ')
} else {
g.mvaddstr(16, 33, vowelstr(killer))
}
g.mvaddstr(14, center(g.Whoami), g.Whoami)
au := fmt.Sprintf("%d Au", p.Purse)
g.mvaddstr(15, center(au), au)
g.mvaddstr(18, 26, fmt.Sprintf("%4d", year))
}
g.mvaddstr(NumLines-1, 0, "[Press return to continue]")
g.refresh()
flags := 0
if g.HasAmulet {
flags = 3
}
g.score(p.Purse, flags, monst)
g.waitFor('\n')
g.myExit(0)
}
// center returns the column to center the given string on the tombstone
// (rip.c center).
func center(str string) int {
return 28 - (len(str)+1)/2
}
// totalWinner is the code for a winner (rip.c total_winner).
func (g *RogueGame) totalWinner() {
p := &g.Player
g.clear()
g.standout()
banner := []string{
" ",
" @ @ @ @ @ @@@ @ @ ",
" @ @ @@ @@ @ @ @ @ ",
" @ @ @@@ @ @ @ @ @ @@@ @@@@ @@@ @ @@@ @ ",
" @@@@ @ @ @ @ @ @ @ @ @ @ @ @ @ @ ",
" @ @ @ @ @ @ @ @@@@ @ @ @@@@@ @ @ @ ",
" @ @ @ @ @ @@ @ @ @ @ @ @ @ @ @ @ ",
" @@@ @@@ @@ @ @ @ @@@@ @@@@ @@@ @@@ @@ @ ",
" ",
" Congratulations, you have made it to the light of day! ",
}
for i, line := range banner {
g.scr.Std.MvAddStr(i, 0, line)
}
g.standend()
g.scr.Std.MvAddStr(10, 0, "You have joined the elite ranks of those who have escaped the")
g.scr.Std.MvAddStr(11, 0, "Dungeons of Doom alive. You journey home and sell all your loot at")
g.scr.Std.MvAddStr(12, 0, "a great profit and are admitted to the Fighters' Guild.")
g.mvaddstr(NumLines-1, 0, "--Press space to continue--")
g.refresh()
g.waitFor(' ')
g.clear()
g.mvaddstr(0, 0, " Worth Item")
g.move(1, 0)
oldpurse := p.Purse
line := 1
for _, obj := range p.Pack {
worth := 0
it := &g.Items
switch obj.Kind {
case KindFood:
worth = 2 * obj.Count
case KindWeapon:
worth = it.Weapons[obj.Which].Worth
worth *= 3*(obj.HPlus+obj.DPlus) + obj.Count
obj.Flags.Set(Known)
case KindArmor:
worth = it.Armors[obj.Which].Worth
worth += (9 - obj.ArmorClass) * 100
worth += 10 * (aClass[obj.Which] - obj.ArmorClass)
obj.Flags.Set(Known)
case KindScroll:
op := &it.Scrolls[obj.Which]
worth = op.Worth * obj.Count
if !op.Know {
worth /= 2
}
op.Know = true
case KindPotion:
op := &it.Potions[obj.Which]
worth = op.Worth * obj.Count
if !op.Know {
worth /= 2
}
op.Know = true
case KindRing:
op := &it.Rings[obj.Which]
worth = op.Worth
if obj.RingKind() == RingAddStrength || obj.RingKind() == RingIncreaseDamage ||
obj.RingKind() == RingProtection || obj.RingKind() == RingDexterity {
if obj.Bonus > 0 {
worth += obj.Bonus * 100
} else {
worth = 10
}
}
if !obj.Flags.Has(Known) {
worth /= 2
}
obj.Flags.Set(Known)
op.Know = true
case KindWand:
op := &it.Sticks[obj.Which]
worth = op.Worth
worth += 20 * obj.Charges
if !obj.Flags.Has(Known) {
worth /= 2
}
obj.Flags.Set(Known)
op.Know = true
case KindAmulet:
worth = 1000
}
if worth < 0 {
worth = 0
}
g.scr.Std.MvPrintw(line, 0, "%c) %5d %s", obj.PackCh, worth,
g.invName(obj, false))
line++
p.Purse += worth
}
g.scr.Std.MvPrintw(line, 0, " %5d Gold Pieces ", oldpurse)
g.refresh()
g.score(p.Purse, 2, ' ')
g.myExit(0)
}
// 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 sp string
var article bool
if isUpper(monst) {
sp = g.Monsters[monst-'A'].Name
article = true
} else {
sp = "Wally the Wonder Badger"
article = false
for _, hp := range killnameTable {
if hp.Ch == monst {
sp = hp.Desc
article = hp.Print
break
}
}
}
if doart && article {
return "a" + vowelstr(sp) + " " + sp
}
return sp
}
// DeathDemo implements the -d command line option (main.c): burn some
// random numbers to break patterns, then die a random death.
func (g *RogueGame) DeathDemo() {
defer func() {
if r := recover(); r != nil {
if _, ok := r.(gameEnd); ok {
return
}
panic(r)
}
}()
dnum := g.rnd(100)
for dnum--; dnum > 0; dnum-- {
g.rnd(100)
}
g.Player.Purse = g.rnd(100) + 1
g.Depth = g.rnd(100) + 1
g.death(g.deathMonst())
}
// deathMonst returns a monster appropriate for a random death (rip.c
// death_monst).
func (g *RogueGame) deathMonst() byte {
poss := []byte{
'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L',
'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X',
'Y', 'Z', 'a', 'b', 'h', 'd', 's',
' ', // generates the "Wally the Wonder Badger" message
}
return poss[g.rnd(len(poss))]
}

51
game/rng.go Normal file
View File

@@ -0,0 +1,51 @@
package game
// Rng is the original Rogue linear congruential generator. The C RN macro is
//
// #define RN (((seed = seed*11109+13849) >> 16) & 0xffff)
//
// with `seed` a C int; Seed is int32 so the multiplication wraps exactly the
// way 32-bit C arithmetic does. A given seed therefore produces the same
// dungeon as the C game.
type Rng struct {
Seed int32
}
// next steps the generator and returns the next raw value (the RN macro).
func (r *Rng) next() int {
r.Seed = r.Seed*11109 + 13849
return int(r.Seed>>16) & 0xffff
}
// Rnd picks a very random number in [0, rng) (main.c rnd).
func (r *Rng) Rnd(rng int) int {
if rng == 0 {
return 0
}
v := r.next()
if v < 0 {
v = -v
}
return v % rng
}
// Roll rolls a number of dice (main.c roll).
func (r *Rng) Roll(number, sides int) int {
dtotal := 0
for ; number > 0; number-- {
dtotal += r.Rnd(sides) + 1
}
return dtotal
}
// rnd is the ported code's spelling of C rnd(): every call site in the C
// sources reads rnd(x), and keeping that shape makes cross-checking easy.
func (g *RogueGame) rnd(rng int) int { return g.Rng.Rnd(rng) }
// roll is C roll().
func (g *RogueGame) roll(number, sides int) int { return g.Rng.Roll(number, sides) }
// spread gives a fuzzy number centered on nm (misc.c spread).
func (g *RogueGame) spread(nm int) int {
return nm - nm/20 + g.rnd(nm/10)
}

64
game/rng_test.go Normal file
View File

@@ -0,0 +1,64 @@
package game
import "testing"
// The golden values below were produced by the original C generator
// (seed = seed*11109+13849; rnd(range) = abs(RN) % range) compiled and run
// on this machine. They lock in seed compatibility with the C game.
func TestRndMatchesCImplementation(t *testing.T) {
golden := map[int32][]int{
1: {0, 30, 79, 7, 87, 1, 23, 7, 57, 98},
12345: {92, 92, 45, 98, 24, 39, 92, 67, 3, 7},
2026: {43, 90, 6, 2, 43, 34, 20, 5, 67, 71},
1751808000: {61, 51, 56, 99, 68, 45, 88, 50, 46, 88},
}
for seed, want := range golden {
r := &Rng{Seed: seed}
for i, w := range want {
if got := r.Rnd(100); got != w {
t.Errorf("seed %d: rnd(100) call %d = %d, want %d", seed, i, got, w)
}
}
}
}
func TestRollMatchesCImplementation(t *testing.T) {
golden := map[int32][]int{
1: {6, 8, 10},
12345: {10, 10, 15},
2026: {10, 10, 13},
1751808000: {7, 9, 9},
}
for seed, want := range golden {
r := &Rng{Seed: seed}
for i, w := range want {
if got := r.Roll(3, 6); got != w {
t.Errorf("seed %d: roll(3,6) call %d = %d, want %d", seed, i, got, w)
}
}
}
}
// rnd(0) must return 0 without stepping the generator: the C macro
// short-circuits before evaluating RN, and BEFORE/AFTER depend on it.
func TestRndZeroDoesNotStep(t *testing.T) {
r := &Rng{Seed: 42}
if got := r.Rnd(0); got != 0 {
t.Fatalf("rnd(0) = %d, want 0", got)
}
if r.Seed != 42 {
t.Fatalf("rnd(0) stepped the generator: seed = %d, want 42", r.Seed)
}
}
// spread(1)==1 and spread(2)==2 deterministically; the C BEFORE/AFTER
// constants rely on this.
func TestSpreadSmallValues(t *testing.T) {
g := &RogueGame{Rng: &Rng{Seed: 7}}
if got := g.spread(1); got != 1 {
t.Errorf("spread(1) = %d, want 1", got)
}
if got := g.spread(2); got != 2 {
t.Errorf("spread(2) = %d, want 2", got)
}
}

377
game/rooms.go Normal file
View File

@@ -0,0 +1,377 @@
package game
// rooms.c — create the layout for the new level.
// spot is the rooms.c SPOT position matrix for maze positions.
type spot struct {
nexits int
exits [4]Coord
used bool
}
// mazeState is the rooms.c file-scope maze generation state.
type mazeState struct {
maxy, maxx, starty, startx int
maze [NumLines/3 + 1][NumCols/3 + 1]spot
}
const goldGrp = 1
// doRooms creates rooms and corridors with a connectivity graph (rooms.c
// do_rooms).
func (g *RogueGame) doRooms() {
var bsze Coord // maximum room size
bsze.X = NumCols / 3
bsze.Y = NumLines / 3
// Clear things for a new level
for i := range g.Level.Rooms {
rp := &g.Level.Rooms[i]
rp.GoldVal = 0
rp.Exits = rp.Exits[:0]
rp.Flags = 0
}
// Put the gone rooms, if any, on the level
leftOut := g.rnd(4)
for i := 0; i < leftOut; i++ {
g.Level.Rooms[g.rndRoom()].Flags.Set(Gone)
}
// dig and populate all the rooms on the level
for i := range g.Level.Rooms {
rp := &g.Level.Rooms[i]
// Find upper left corner of box that this room goes in
top := Coord{X: (i%3)*bsze.X + 1, Y: (i / 3) * bsze.Y}
if rp.Flags.Has(Gone) {
// Place a gone room. Make certain that there is a blank line
// for passage drawing.
for {
rp.Pos.X = top.X + g.rnd(bsze.X-2) + 1
rp.Pos.Y = top.Y + g.rnd(bsze.Y-2) + 1
rp.Max.X = -NumCols
rp.Max.Y = -NumLines
if rp.Pos.Y > 0 && rp.Pos.Y < NumLines-1 {
break
}
}
continue
}
// set room type
if g.rnd(10) < g.Depth-1 {
rp.Flags.Set(Dark) // dark room
if g.rnd(15) == 0 {
rp.Flags = Maze // maze room
}
}
// Find a place and size for a random room
if rp.Flags.Has(Maze) {
rp.Max.X = bsze.X - 1
rp.Max.Y = bsze.Y - 1
if rp.Pos.X = top.X; rp.Pos.X == 1 {
rp.Pos.X = 0
}
if rp.Pos.Y = top.Y; rp.Pos.Y == 0 {
rp.Pos.Y++
rp.Max.Y--
}
} else {
for {
rp.Max.X = g.rnd(bsze.X-4) + 4
rp.Max.Y = g.rnd(bsze.Y-4) + 4
rp.Pos.X = top.X + g.rnd(bsze.X-rp.Max.X)
rp.Pos.Y = top.Y + g.rnd(bsze.Y-rp.Max.Y)
if rp.Pos.Y != 0 {
break
}
}
}
g.drawRoom(rp)
// Put the gold in
if g.rnd(2) == 0 && (!g.HasAmulet || g.Depth >= g.MaxDepth) {
gold := newObject()
rp.GoldVal = g.goldCalc()
gold.GoldValue = rp.GoldVal
rp.Gold, _ = g.findFloorIn(rp, 0, false)
gold.Pos = rp.Gold
g.Level.SetChar(rp.Gold.Y, rp.Gold.X, Gold)
gold.Flags = Stackable
gold.Group = goldGrp
gold.Kind = KindGold
attachObj(&g.Level.Objects, gold)
}
// Put the monster in
prob := 25
if rp.GoldVal > 0 {
prob = 80
}
if g.rnd(100) < prob {
tp := &Monster{}
mp, _ := g.findFloorIn(rp, 0, true)
g.newMonster(tp, g.randMonster(false), mp)
g.givePack(tp)
}
}
}
// drawRoom draws a box around a room and lays down the floor for normal
// rooms; for maze rooms, draws the maze (rooms.c draw_room).
func (g *RogueGame) drawRoom(rp *Room) {
if rp.Flags.Has(Maze) {
g.doMaze(rp)
return
}
g.vert(rp, rp.Pos.X) // Draw left side
g.vert(rp, rp.Pos.X+rp.Max.X-1) // Draw right side
g.horiz(rp, rp.Pos.Y) // Draw top
g.horiz(rp, rp.Pos.Y+rp.Max.Y-1) // Draw bottom
// Put the floor down
for y := rp.Pos.Y + 1; y < rp.Pos.Y+rp.Max.Y-1; y++ {
for x := rp.Pos.X + 1; x < rp.Pos.X+rp.Max.X-1; x++ {
g.Level.SetChar(y, x, Floor)
}
}
}
// vert draws a vertical line (rooms.c vert).
func (g *RogueGame) vert(rp *Room, startx int) {
for y := rp.Pos.Y + 1; y <= rp.Max.Y+rp.Pos.Y-1; y++ {
g.Level.SetChar(y, startx, '|')
}
}
// horiz draws a horizontal line (rooms.c horiz).
func (g *RogueGame) horiz(rp *Room, starty int) {
for x := rp.Pos.X; x <= rp.Pos.X+rp.Max.X-1; x++ {
g.Level.SetChar(starty, x, '-')
}
}
// doMaze digs a maze (rooms.c do_maze).
func (g *RogueGame) doMaze(rp *Room) {
m := &g.maze
for y := range m.maze {
for x := range m.maze[y] {
m.maze[y][x].used = false
m.maze[y][x].nexits = 0
}
}
m.maxy = rp.Max.Y
m.maxx = rp.Max.X
m.starty = rp.Pos.Y
m.startx = rp.Pos.X
starty := (g.rnd(rp.Max.Y) / 2) * 2
startx := (g.rnd(rp.Max.X) / 2) * 2
pos := Coord{Y: starty + m.starty, X: startx + m.startx}
g.putpass(pos)
g.dig(starty, startx)
}
// dig digs out from around where we are now, if possible (rooms.c dig).
func (g *RogueGame) dig(y, x int) {
m := &g.maze
del := [4]Coord{{X: 2, Y: 0}, {X: -2, Y: 0}, {X: 0, Y: 2}, {X: 0, Y: -2}}
for {
cnt := 0
var nexty, nextx int
for _, cp := range del {
newy := y + cp.Y
newx := x + cp.X
if newy < 0 || newy > m.maxy || newx < 0 || newx > m.maxx {
continue
}
if g.Level.FlagsAt(newy+m.starty, newx+m.startx).Has(FPassage) {
continue
}
if cnt++; g.rnd(cnt) == 0 {
nexty = newy
nextx = newx
}
}
if cnt == 0 {
return
}
g.accntMaze(y, x, nexty, nextx)
g.accntMaze(nexty, nextx, y, x)
var pos Coord
if nexty == y {
pos.Y = y + m.starty
if nextx-x < 0 {
pos.X = nextx + m.startx + 1
} else {
pos.X = nextx + m.startx - 1
}
} else {
pos.X = x + m.startx
if nexty-y < 0 {
pos.Y = nexty + m.starty + 1
} else {
pos.Y = nexty + m.starty - 1
}
}
g.putpass(pos)
pos.Y = nexty + m.starty
pos.X = nextx + m.startx
g.putpass(pos)
g.dig(nexty, nextx)
}
}
// accntMaze accounts for maze exits (rooms.c accnt_maze).
func (g *RogueGame) accntMaze(y, x, ny, nx int) {
sp := &g.maze.maze[y][x]
for i := 0; i < sp.nexits; i++ {
if sp.exits[i].Y == ny && sp.exits[i].X == nx {
return
}
}
// Note: the C original never increments nexits here (a latent bug it
// inherits); it stores the exit in the next slot and relies on the
// slot staying zero-counted. We reproduce the store-without-count.
if sp.nexits < len(sp.exits) {
sp.exits[sp.nexits] = Coord{Y: ny, X: nx}
}
}
// rndPos picks a random spot in a room (rooms.c rnd_pos).
func (g *RogueGame) rndPos(rp *Room) Coord {
var cp Coord
cp.X = rp.Pos.X + g.rnd(rp.Max.X-2) + 1
cp.Y = rp.Pos.Y + g.rnd(rp.Max.Y-2) + 1
return cp
}
// findFloor finds a valid floor spot, picking a new random room each time
// around the loop (rooms.c find_floor with rp == NULL).
func (g *RogueGame) findFloor(rp *Room, limit int, monst bool) (Coord, bool) {
return g.findFloorImpl(rp, limit, monst, rp == nil)
}
// findFloorIn finds a valid floor spot in this room (rooms.c find_floor
// with a specific room).
func (g *RogueGame) findFloorIn(rp *Room, limit int, monst bool) (Coord, bool) {
return g.findFloorImpl(rp, limit, monst, false)
}
func (g *RogueGame) findFloorImpl(rp *Room, limit int, monst, pickroom bool) (Coord, bool) {
var compchar byte
if !pickroom {
compchar = Floor
if rp.Flags.Has(Maze) {
compchar = Passage
}
}
cnt := limit
for {
if limit != 0 {
if cnt--; cnt == -1 {
return Coord{}, false
}
}
if pickroom {
rp = &g.Level.Rooms[g.rndRoom()]
compchar = Floor
if rp.Flags.Has(Maze) {
compchar = Passage
}
}
cp := g.rndPos(rp)
pp := g.Level.At(cp.Y, cp.X)
if monst {
if pp.Monst == nil && stepOk(pp.Ch) {
return cp, true
}
} else if pp.Ch == compchar {
return cp, true
}
}
}
// enterRoom is the code executed whenever you appear in a room (rooms.c
// enter_room).
func (g *RogueGame) enterRoom(cp Coord) {
p := &g.Player
rp := g.roomin(cp)
p.Room = rp
g.doorOpen(rp)
if !rp.Flags.Has(Dark) && !p.On(Blind) {
for y := rp.Pos.Y; y < rp.Max.Y+rp.Pos.Y; y++ {
g.move(y, rp.Pos.X)
for x := rp.Pos.X; x < rp.Max.X+rp.Pos.X; x++ {
tp := g.Level.MonsterAt(y, x)
ch := g.Level.Char(y, x)
if tp == nil {
if g.inch() != ch {
g.addch(ch)
} else {
g.move(y, x+1)
}
} else {
tp.OldCh = ch
if !g.seeMonst(tp) {
if p.On(SenseMonsters) {
g.standout()
g.addch(tp.Disguise)
g.standend()
} else {
g.addch(ch)
}
} else {
g.addch(tp.Disguise)
}
}
}
}
}
}
// leaveRoom is the code for when we exit a room (rooms.c leave_room).
func (g *RogueGame) leaveRoom(cp Coord) {
p := &g.Player
rp := p.Room
if rp.Flags.Has(Maze) {
return
}
var floor byte
switch {
case rp.Flags.Has(Gone):
floor = Passage
case !rp.Flags.Has(Dark) || p.On(Blind):
floor = Floor
default:
floor = ' '
}
p.Room = &g.Level.Passages[*g.Level.FlagsAt(cp.Y, cp.X)&FPassNum]
for y := rp.Pos.Y; y < rp.Max.Y+rp.Pos.Y; y++ {
for x := rp.Pos.X; x < rp.Max.X+rp.Pos.X; x++ {
g.move(y, x)
switch ch := g.inch(); ch {
case Floor:
if floor == ' ' {
g.addch(' ')
}
default:
// to check for monster, we have to strip out the standout
// bit (our Window returns the bare character already)
if isUpper(ch) {
if p.On(SenseMonsters) {
g.standout()
g.addch(ch)
g.standend()
break
}
pp := g.Level.At(y, x)
if pp.Ch == Door {
g.addch(Door)
} else {
g.addch(floor)
}
}
}
}
}
g.doorOpen(rp)
}

104
game/run_test.go Normal file
View File

@@ -0,0 +1,104 @@
package game
import (
"strings"
"testing"
)
// TestRunScriptedSession drives a complete game through Run(): a few
// moves, a rest, an inventory, then Q-quit answered yes.
func TestRunScriptedSession(t *testing.T) {
tt := &testTerm{input: []byte("hjkl.i Qy")}
g := NewGame(Config{Seed: 99, Term: tt})
if err := g.Run(); err != nil {
t.Fatalf("Run: %v", err)
}
if g.Playing {
t.Error("still playing after quit")
}
// After quitting, the scoreboard is the last thing shown (in C it went
// to stdout after endwin; here it is drawn on the screen).
found := false
for y := 0; y < NumLines; y++ {
if strings.Contains(g.scr.Std.Line(y), "Top Ten") {
found = true
}
}
if !found {
t.Error("score list not on screen after quit")
}
}
// TestRunManyTurns mashes movement keys for a while as a crash sweep of
// the whole turn loop (daemons, hunger, monsters, combat), ending with a
// quit. The input alternates directions so the hero bumps around rooms.
func TestRunManyTurns(t *testing.T) {
// Spaces between commands double as answers to any --More-- prompts;
// without them a single prompt would swallow the rest of the script
// (wait_for eats everything that isn't a space).
var script []byte
moves := []byte("h h j j k k l l y u b n s s . . ")
for range 200 {
script = append(script, moves...)
}
script = append(script, " Q y Qy"...)
tt := &testTerm{input: script}
g := NewGame(Config{Seed: 31337, Term: tt})
if err := g.Run(); err != nil {
t.Fatalf("Run: %v", err)
}
if g.Playing {
t.Error("session did not end")
}
}
// TestRunDownStairs walks the hero onto the stairs by teleporting there in
// wizard style, then descends and keeps playing.
func TestRunDownStairs(t *testing.T) {
tt := &testTerm{input: []byte(">..Qy")}
g := NewGame(Config{Seed: 7, Term: tt})
g.NewLevel()
g.Player.Pos = g.Level.Stairs // stand on the stairs
g.restored = true // keep Run from regenerating the level
g.Daemons = DaemonList{} // and give it a fresh daemon table
g.StartDaemon(DRunners, 0, After)
g.StartDaemon(DDoctor, 0, After)
g.Fuse(DSwander, 0, wanderTime(g), After)
g.StartDaemon(DStomach, 0, After)
if err := g.Run(); err != nil {
t.Fatalf("Run: %v", err)
}
if g.Depth != 2 {
t.Errorf("depth = %d after descending, want 2", g.Depth)
}
}
// TestSaveCommandRoundTrip saves via the 'S' command (as a player would)
// and restores the game.
func TestSaveCommandRoundTrip(t *testing.T) {
// The C get_str caps input at MAXINP=50 characters, so the save path
// must be short: work from the temp directory.
t.Chdir(t.TempDir())
path := "cmd.save"
// 'S' with no default file name goes straight to the name prompt.
script := "S" + path + "\n"
tt := &testTerm{input: []byte(script)}
g := NewGame(Config{Seed: 55, Term: tt})
g.FileName = "" // force the name prompt
if err := g.Run(); err != nil {
t.Fatalf("Run: %v", err)
}
h, err := Restore(path, Config{Term: &testTerm{}})
if err != nil {
t.Fatalf("Restore: %v", err)
}
if h.Depth != g.Depth || h.Player.Purse != g.Player.Purse {
t.Error("restored game does not match saved game")
}
// The restored game must be playable.
h.scr.term.(*testTerm).input = []byte("..Qy")
if err := h.Run(); err != nil {
t.Fatalf("restored Run: %v", err)
}
}

560
game/save.go Normal file
View File

@@ -0,0 +1,560 @@
package game
import (
"encoding/gob"
"fmt"
"os"
)
// save.c + state.c — game persistence. The hand-written, XOR-encrypted C
// serializer becomes a gob snapshot; what remains hand-written is exactly
// what state.c's rs_fix_thing did: pointers that alias other structures
// (equipment, chase targets, room membership) are encoded as indices.
// saveFormatVersion identifies the snapshot layout; it changes whenever a
// field rename or retype would make gob silently mis-decode an older
// save ("go2": Object.Type became Kind ObjectKind; "go3": Object.Arm split
// into ArmorClass/Charges/GoldValue/Bonus, damage strings became
// DiceSpec).
const saveFormatVersion = Release + "-go3"
// destRef encodes a monster's chase target (state.c rs_write_thing's
// (kind, index) pairs).
type destRef struct {
Kind int // 0 none, 1 hero, 2 monster index, 3 level-object index, 4 room gold
Idx int
}
// savedCreature is the pointer-free image of a Creature.
type savedCreature struct {
Pos Coord
Turn bool
Type byte
Disguise byte
OldCh byte
Flags CreatureFlags
Stats Stats
RoomIdx int // 0..MaxRooms-1; 100+i for passages; -1 none
Pack []Object
}
// savedPlayer adds the player-only state. The creature half is a named
// field, not an embedded one: gob drops embedded fields of unexported
// types silently.
type savedPlayer struct {
Body savedCreature
CurArmor int // pack indices; -1 = none
CurWeapon int
CurRing [2]int
PackUsed [26]bool
Inpack int
Purse int
FoodLeft int
HungryState int
NoFood int
MaxStats Stats
VfHit int
}
// savedPlace is one map cell without its monster pointer.
type savedPlace struct {
Ch byte
Flags PlaceFlags
}
// SaveState is the complete serialized game (the field list mirrors
// state.c rs_save_file).
type SaveState struct {
Version string
Seed int32
Dnum int
Whoami string
Fruit string
Home string
Wizard bool
Player savedPlayer
Depth int
MaxDepth int
HasAmulet bool
SeenStairs bool
Places []savedPlace
Rooms [MaxRooms]Room
Passages [MaxPass]Room
Objects []Object
Monsters []savedCreature
Dests []destRef // parallel to Monsters
Stairs Coord
TrapCount int
After bool
Again bool
NoScoreF bool
Count int
NoCommand int
NoMove int
Quiet int
Running bool
RunCh byte
DoorStop bool
Firstmove bool
MoveOn bool
ToDeath bool
Kamikaze bool
MaxHit int
Take byte
Delta Coord
DirCh byte
LastComm byte
LastDir byte
LastPick int // pack index, -1
Oldpos Coord
OldrpIdx int
Daemons DaemonList
Options Options
Items ItemLore
Bestiary [26]MonsterKind
Huh string
LastScore int
AllScore bool
Screen []byte // the visible map (Std window contents)
}
// roomIdx encodes a room pointer as an index (state.c find_room_coord).
func (g *RogueGame) roomIdx(rp *Room) int {
if rp == nil {
return -1
}
for i := range g.Level.Rooms {
if rp == &g.Level.Rooms[i] {
return i
}
}
for i := range g.Level.Passages {
if rp == &g.Level.Passages[i] {
return 100 + i
}
}
return -1
}
// roomAt decodes a room index.
func (g *RogueGame) roomAt(i int) *Room {
switch {
case i >= 100:
return &g.Level.Passages[i-100]
case i >= 0:
return &g.Level.Rooms[i]
}
return nil
}
// packIdx finds an object in the player's pack (state.c find_list_ptr).
func (g *RogueGame) packIdx(obj *Object) int {
if obj == nil {
return -1
}
for i, o := range g.Player.Pack {
if o == obj {
return i
}
}
return -1
}
// snapshot captures the complete game state.
func (g *RogueGame) snapshot() *SaveState {
p := &g.Player
st := &SaveState{
Version: saveFormatVersion,
Seed: g.Rng.Seed,
Dnum: g.Dnum,
Whoami: g.Whoami,
Fruit: g.Fruit,
Home: g.Home,
Wizard: g.Wizard,
Depth: g.Depth,
MaxDepth: g.MaxDepth,
HasAmulet: g.HasAmulet,
SeenStairs: g.SeenStairs,
Rooms: g.Level.Rooms,
Passages: g.Level.Passages,
Stairs: g.Level.Stairs,
TrapCount: g.Level.TrapCount,
After: g.After,
Again: g.Again,
NoScoreF: g.NoScore,
Count: g.Count,
NoCommand: g.NoCommand,
NoMove: g.NoMove,
Quiet: g.Quiet,
Running: g.Running,
RunCh: g.RunCh,
DoorStop: g.DoorStop,
Firstmove: g.Firstmove,
MoveOn: g.MoveOn,
ToDeath: g.ToDeath,
Kamikaze: g.Kamikaze,
MaxHit: g.MaxHit,
Take: g.Take,
Delta: g.Delta,
DirCh: g.DirCh,
LastComm: g.LastComm,
LastDir: g.LastDir,
LastPick: g.packIdx(g.LastPick),
Oldpos: g.Oldpos,
OldrpIdx: g.roomIdx(g.Oldrp),
Daemons: g.Daemons,
Options: g.Options,
Items: g.Items,
Bestiary: g.Monsters,
Huh: g.Msgs.Huh,
LastScore: g.LastScore,
AllScore: g.AllScore,
Screen: g.scr.Std.Contents(),
}
// the map, sans monster pointers (rebuilt on load)
st.Places = make([]savedPlace, len(g.Level.Places))
for i := range g.Level.Places {
st.Places[i] = savedPlace{
Ch: g.Level.Places[i].Ch,
Flags: g.Level.Places[i].Flags,
}
}
// level objects by value; remember their pointers for dest encoding
objAt := make(map[*Object]int, len(g.Level.Objects))
for i, o := range g.Level.Objects {
st.Objects = append(st.Objects, *o)
objAt[o] = i
}
// the player
st.Player = savedPlayer{
Body: savedCreature{
Pos: p.Pos, Turn: p.Turn, Type: p.Type, Disguise: p.Disguise,
OldCh: p.OldCh, Flags: p.Flags, Stats: p.Stats,
RoomIdx: g.roomIdx(p.Room),
},
CurArmor: g.packIdx(p.CurArmor),
CurWeapon: g.packIdx(p.CurWeapon),
CurRing: [2]int{
g.packIdx(p.CurRing[Left]), g.packIdx(p.CurRing[Right]),
},
PackUsed: p.PackUsed, Inpack: p.Inpack, Purse: p.Purse,
FoodLeft: p.FoodLeft, HungryState: p.HungryState, NoFood: p.NoFood,
MaxStats: p.MaxStats, VfHit: p.VfHit,
}
for _, o := range p.Pack {
st.Player.Body.Pack = append(st.Player.Body.Pack, *o)
}
// monsters, with chase targets as (kind, index) references
for _, m := range g.Level.Monsters {
sc := savedCreature{
Pos: m.Pos, Turn: m.Turn, Type: m.Type, Disguise: m.Disguise,
OldCh: m.OldCh, Flags: m.Flags, Stats: m.Stats,
RoomIdx: g.roomIdx(m.Room),
}
for _, o := range m.Pack {
sc.Pack = append(sc.Pack, *o)
}
st.Monsters = append(st.Monsters, sc)
ref := destRef{}
switch {
case m.Dest == nil:
case m.Dest == &p.Pos:
ref = destRef{Kind: 1}
default:
for mi, om := range g.Level.Monsters {
if m.Dest == &om.Pos {
ref = destRef{Kind: 2, Idx: mi}
}
}
if ref.Kind == 0 {
for _, oo := range g.Level.Objects {
if m.Dest == &oo.Pos {
ref = destRef{Kind: 3, Idx: objAt[oo]}
}
}
}
if ref.Kind == 0 {
for ri := range g.Level.Rooms {
if m.Dest == &g.Level.Rooms[ri].Gold {
ref = destRef{Kind: 4, Idx: ri}
}
}
}
}
st.Dests = append(st.Dests, ref)
}
return st
}
// applySnapshot rebuilds live game state from a snapshot.
func (g *RogueGame) applySnapshot(st *SaveState) {
p := &g.Player
g.Rng.Seed = st.Seed
g.Dnum = st.Dnum
g.Whoami = st.Whoami
g.Fruit = st.Fruit
g.Home = st.Home
g.Wizard = st.Wizard
g.Depth = st.Depth
g.MaxDepth = st.MaxDepth
g.HasAmulet = st.HasAmulet
g.SeenStairs = st.SeenStairs
g.Level.Rooms = st.Rooms
g.Level.Passages = st.Passages
g.Level.Stairs = st.Stairs
g.Level.TrapCount = st.TrapCount
g.After = st.After
g.Again = st.Again
g.NoScore = st.NoScoreF
g.Count = st.Count
g.NoCommand = st.NoCommand
g.NoMove = st.NoMove
g.Quiet = st.Quiet
g.Running = st.Running
g.RunCh = st.RunCh
g.DoorStop = st.DoorStop
g.Firstmove = st.Firstmove
g.MoveOn = st.MoveOn
g.ToDeath = st.ToDeath
g.Kamikaze = st.Kamikaze
g.MaxHit = st.MaxHit
g.Take = st.Take
g.Delta = st.Delta
g.DirCh = st.DirCh
g.LastComm = st.LastComm
g.LastDir = st.LastDir
g.Oldpos = st.Oldpos
g.Oldrp = g.roomAt(st.OldrpIdx)
g.Daemons = st.Daemons
g.Options = st.Options
g.Items = st.Items
g.Monsters = st.Bestiary
g.Msgs.Huh = st.Huh
g.LastScore = st.LastScore
g.AllScore = st.AllScore
g.Playing = true
for i := range g.Level.Places {
g.Level.Places[i] = Place{
Ch: st.Places[i].Ch,
Flags: st.Places[i].Flags,
}
}
// level objects
g.Level.Objects = nil
for i := range st.Objects {
o := st.Objects[i]
g.Level.Objects = append(g.Level.Objects, &o)
}
// the player
sp := &st.Player
p.Pos = sp.Body.Pos
p.Turn = sp.Body.Turn
p.Type = sp.Body.Type
p.Disguise = sp.Body.Disguise
p.OldCh = sp.Body.OldCh
p.Flags = sp.Body.Flags
p.Stats = sp.Body.Stats
p.Room = g.roomAt(sp.Body.RoomIdx)
p.Pack = nil
for i := range sp.Body.Pack {
o := sp.Body.Pack[i]
p.Pack = append(p.Pack, &o)
}
pick := func(i int) *Object {
if i < 0 || i >= len(p.Pack) {
return nil
}
return p.Pack[i]
}
p.CurArmor = pick(sp.CurArmor)
p.CurWeapon = pick(sp.CurWeapon)
p.CurRing[Left] = pick(sp.CurRing[0])
p.CurRing[Right] = pick(sp.CurRing[1])
g.LastPick = pick(st.LastPick)
p.PackUsed = sp.PackUsed
p.Inpack = sp.Inpack
p.Purse = sp.Purse
p.FoodLeft = sp.FoodLeft
p.HungryState = sp.HungryState
p.NoFood = sp.NoFood
p.MaxStats = sp.MaxStats
p.VfHit = sp.VfHit
// monsters, their map index, and their chase targets
g.Level.Monsters = nil
for i := range st.Monsters {
sc := &st.Monsters[i]
m := &Monster{Creature: Creature{
Pos: sc.Pos, Turn: sc.Turn, Type: sc.Type, Disguise: sc.Disguise,
OldCh: sc.OldCh, Flags: sc.Flags, Stats: sc.Stats,
Room: g.roomAt(sc.RoomIdx),
}}
for j := range sc.Pack {
o := sc.Pack[j]
m.Pack = append(m.Pack, &o)
}
g.Level.Monsters = append(g.Level.Monsters, m)
g.Level.SetMonsterAt(m.Pos.Y, m.Pos.X, m)
}
for i, ref := range st.Dests {
m := g.Level.Monsters[i]
switch ref.Kind {
case 1:
m.Dest = &p.Pos
case 2:
m.Dest = &g.Level.Monsters[ref.Idx].Pos
case 3:
m.Dest = &g.Level.Objects[ref.Idx].Pos
case 4:
m.Dest = &g.Level.Rooms[ref.Idx].Gold
}
}
g.scr.Std.SetContents(st.Screen)
}
// saveGame implements the "save game" command (save.c save_game). The C
// goto over/gotfile flow becomes the useDefault flag.
func (g *RogueGame) saveGame() {
g.Msgs.Mpos = 0
over:
useDefault := false
if g.FileName != "" {
var c byte
for {
g.msg("save file (%s)? ", g.FileName)
c = g.readchar()
g.Msgs.Mpos = 0
if c == Escape {
g.msg("")
return
}
if c == 'n' || c == 'N' || c == 'y' || c == 'Y' {
break
}
g.msg("please answer Y or N")
}
if c == 'y' || c == 'Y' {
g.addstr("Yes\n")
g.refresh()
useDefault = true
}
}
for {
var buf string
if useDefault {
buf = g.FileName
useDefault = false
} else {
g.Msgs.Mpos = 0
g.msg("file name: ")
if g.getStr(&buf, g.scr.Std) == Quit {
g.msg("")
return
}
g.Msgs.Mpos = 0
}
// test to see if the file exists
if _, err := os.Stat(buf); err == nil {
for {
g.msg("File exists. Do you wish to overwrite it?")
g.Msgs.Mpos = 0
c := g.readchar()
if c == Escape {
g.msg("")
return
}
if c == 'y' || c == 'Y' {
break
}
if c == 'n' || c == 'N' {
goto over
}
g.msg("Please answer Y or N")
}
g.msg("file name: %s", buf)
os.Remove(g.FileName)
}
g.FileName = buf
if err := g.saveFile(g.FileName); err != nil {
g.msg("%s", err.Error())
continue
}
break
}
g.myExit(0)
}
// saveFile writes the saved game (save.c save_file).
func (g *RogueGame) saveFile(path string) error {
f, err := os.OpenFile(path, os.O_CREATE|os.O_TRUNC|os.O_WRONLY, 0o400)
if err != nil {
return err
}
defer f.Close()
if err := gob.NewEncoder(f).Encode(g.snapshot()); err != nil {
os.Remove(path)
return err
}
return os.Chmod(path, 0o400)
}
// AutoSave silently saves to the current file name; used on SIGHUP/SIGTERM
// (save.c auto_save).
func (g *RogueGame) AutoSave() {
if g.FileName != "" {
os.Remove(g.FileName)
g.saveFile(g.FileName)
}
}
// Restore restores a saved game from a file (save.c restore). The file is
// deleted, as in C, to defeat restarting from the same save.
func Restore(path string, cfg Config) (*RogueGame, error) {
f, err := os.Open(path)
if err != nil {
return nil, err
}
defer f.Close()
var st SaveState
if err := gob.NewDecoder(f).Decode(&st); err != nil {
return nil, fmt.Errorf("%s: corrupt or incompatible save file: %w", path, err)
}
if st.Version != saveFormatVersion {
return nil, fmt.Errorf("sorry, saved game is out of date")
}
g := &RogueGame{
Rng: &Rng{},
Playing: true,
ScorePath: cfg.ScorePath,
FileName: path,
rogueOpts: cfg.RogueOpts,
restored: true,
}
g.scr = NewScreen(cfg.Term)
g.applySnapshot(&st)
// defeat multiple restarting from the same place
if err := os.Remove(path); err != nil {
return nil, fmt.Errorf("cannot unlink file: %w", err)
}
return g, nil
}

112
game/save_test.go Normal file
View File

@@ -0,0 +1,112 @@
package game
import (
"encoding/gob"
"os"
"path/filepath"
"testing"
)
func TestSaveRestoreRoundTrip(t *testing.T) {
g := mkGame(t, 4242)
// Dirty up some state so the round trip is meaningful.
g.Player.Purse = 123
g.Player.FoodLeft = 777
g.HasAmulet = true
g.Items.Potions[PotionHealing].Know = true
g.Items.Scrolls[ScrollMagicMapping].Guess = "map???"
g.Monsters['F'-'A'].Stats.Dmg = dice("3x1") // mutated bestiary must survive
if len(g.Level.Monsters) > 0 {
g.Level.Monsters[0].Flags.Set(Awake)
g.Level.Monsters[0].Dest = &g.Player.Pos
}
path := filepath.Join(t.TempDir(), "rogue.save")
if err := g.saveFile(path); err != nil {
t.Fatalf("saveFile: %v", err)
}
h, err := Restore(path, Config{Term: &testTerm{}})
if err != nil {
t.Fatalf("Restore: %v", err)
}
if _, err := os.Stat(path); !os.IsNotExist(err) {
t.Error("save file not deleted on restore (C anti-restart rule)")
}
if h.Player.Purse != 123 || h.Player.FoodLeft != 777 {
t.Errorf("player state lost: purse=%d food=%d",
h.Player.Purse, h.Player.FoodLeft)
}
if !h.HasAmulet {
t.Error("amulet flag lost")
}
if !h.Items.Potions[PotionHealing].Know {
t.Error("potion identification lost")
}
if h.Items.Scrolls[ScrollMagicMapping].Guess != "map???" {
t.Error("scroll guess lost")
}
if h.Monsters['F'-'A'].Stats.Dmg.String() != "3x1" {
t.Error("mutated bestiary lost")
}
if h.Rng.Seed != g.Rng.Seed {
t.Error("RNG state lost")
}
if renderMap(h) != renderMap(g) {
t.Error("restored level map differs")
}
if len(h.Level.Monsters) != len(g.Level.Monsters) {
t.Fatalf("monster count %d != %d",
len(h.Level.Monsters), len(g.Level.Monsters))
}
if len(g.Level.Monsters) > 0 {
m := h.Level.Monsters[0]
if m.Dest != &h.Player.Pos {
t.Error("monster chase target not re-aliased to the hero")
}
if h.Level.MonsterAt(m.Pos.Y, m.Pos.X) != m {
t.Error("map monster index not rebuilt")
}
if m.Room == nil {
t.Error("monster room pointer not rebuilt")
}
}
// Equipment aliasing: the wielded mace must be the same *Object as the
// one in the pack.
st := g.snapshot()
t.Logf("snapshot indices: weapon=%d armor=%d rings=%v packlen=%d",
st.Player.CurWeapon, st.Player.CurArmor, st.Player.CurRing,
len(st.Player.Body.Pack))
t.Logf("restored: CurWeapon=%p pack has %d items", h.Player.CurWeapon,
len(h.Player.Pack))
found := false
for i, o := range h.Player.Pack {
t.Logf(" pack[%d]=%p type=%v which=%d", i, o, o.Kind, o.Which)
if o == h.Player.CurWeapon {
found = true
}
}
if !found {
t.Error("restored CurWeapon is not aliased into the pack")
}
}
func TestRestoreRejectsWrongVersion(t *testing.T) {
g := mkGame(t, 1)
path := filepath.Join(t.TempDir(), "rogue.save")
st := g.snapshot()
st.Version = "0.0.0"
f, err := os.Create(path)
if err != nil {
t.Fatal(err)
}
if err := gob.NewEncoder(f).Encode(st); err != nil {
t.Fatal(err)
}
f.Close()
if _, err := Restore(path, Config{}); err == nil {
t.Error("restore accepted an out-of-date save")
}
}

196
game/score.go Normal file
View File

@@ -0,0 +1,196 @@
package game
import (
"encoding/gob"
"fmt"
"os"
"time"
)
// score.h / rip.c score() / save.c rd_score+wr_score — the scoreboard.
// The C scorefile was XOR-encrypted structs; the port stores a gob list at
// ScorePath (empty path disables persistence but still shows the list).
// numScores is the C numscores default: the top ten.
const numScores = 10
// ScoreEnt is score.h struct sc_ent.
type ScoreEnt struct {
UID int
Score int
Flags int // 0=killed, 1=quit, 2=winner, 3=killed with amulet
Monster byte
Name string
Level int
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)
if g.ScorePath == "" {
return topTen
}
f, err := os.Open(g.ScorePath)
if err != nil {
return topTen
}
defer f.Close()
var onDisk []ScoreEnt
if err := gob.NewDecoder(f).Decode(&onDisk); err != nil {
return topTen
}
copy(topTen, onDisk)
return topTen
}
// wrScore writes the scoreboard file (save.c wr_score).
func (g *RogueGame) wrScore(topTen []ScoreEnt) {
if g.ScorePath == "" {
return
}
// lock_sc/unlock_sc: exclusive-create lock file with stale takeover.
lock := g.ScorePath + ".lck"
for range 5 {
lf, err := os.OpenFile(lock, os.O_CREATE|os.O_EXCL|os.O_WRONLY, 0o644)
if err == nil {
lf.Close()
defer os.Remove(lock)
break
}
if fi, serr := os.Stat(lock); serr == nil &&
time.Since(fi.ModTime()) > 10*time.Second {
os.Remove(lock)
continue
}
time.Sleep(time.Second)
}
f, err := os.OpenFile(g.ScorePath, os.O_CREATE|os.O_TRUNC|os.O_WRONLY, 0o644)
if err != nil {
return
}
defer f.Close()
gob.NewEncoder(f).Encode(topTen)
}
// score figures the score and posts it (rip.c score). flags -1 means just
// display the list (the -s command line option).
func (g *RogueGame) score(amount, flags int, monst byte) {
if flags >= 0 && g.scr != nil && g.scr.term != nil {
g.mvaddstr(NumLines-1, 0, "[Press return to continue]")
g.refresh()
g.waitFor('\n')
}
topTen := g.rdScore()
// Insert her in list if need be
ins := -1
if !g.NoScore && flags >= 0 {
uid := os.Getuid()
scp := len(topTen)
for i := range topTen {
if amount > topTen[i].Score {
scp = i
break
} else if !g.AllScore && flags != 2 &&
topTen[i].UID == uid && topTen[i].Flags != 2 {
// only one score per nowin uid
scp = len(topTen)
break
}
}
if scp < len(topTen) {
sc2 := len(topTen) - 1
if flags != 2 && !g.AllScore {
for i := scp; i < len(topTen); i++ {
if topTen[i].UID == uid && topTen[i].Flags != 2 {
sc2 = i
break
}
}
}
for sc2 > scp {
topTen[sc2] = topTen[sc2-1]
sc2--
}
lvl := g.Depth
if flags == 2 {
lvl = g.MaxDepth
}
topTen[scp] = ScoreEnt{
UID: uid,
Score: amount,
Flags: flags,
Monster: monst,
Name: g.Whoami,
Level: lvl,
Time: time.Now().Unix(),
}
ins = scp
}
}
// Build the list display
label := "Rogueists"
if g.AllScore {
label = "Scores"
}
lines := []string{
fmt.Sprintf("Top Ten %s:", label),
" Score Name",
}
highlight := -1
for i := range topTen {
scp := &topTen[i]
if scp.Score == 0 {
break
}
line := fmt.Sprintf("%2d %5d %s: %s on level %d", i+1,
scp.Score, scp.Name, scoreReasons[scp.Flags], scp.Level)
if scp.Flags == 0 || scp.Flags == 3 {
line += fmt.Sprintf(" by %s", g.killname(scp.Monster, true))
}
line += "."
if i == ins {
highlight = len(lines)
}
lines = append(lines, line)
}
if g.scr != nil && g.scr.term != nil {
g.clear()
for i, line := range lines {
if i == highlight {
g.standout()
}
g.mvaddstr(i, 0, line)
if i == highlight {
g.standend()
}
}
g.refresh()
} else {
for _, line := range lines {
fmt.Println(line)
}
}
// Update the list file
if ins >= 0 {
g.wrScore(topTen)
}
}
// ShowScores implements the -s command line option: print the scoreboard
// and nothing else.
func (g *RogueGame) ShowScores() {
g.NoScore = true
g.score(0, -1, 0)
}

227
game/screen.go Normal file
View File

@@ -0,0 +1,227 @@
package game
import "fmt"
// The screen layer replaces curses. Game code draws into Window cell
// buffers (stdscr and the hw scratch window); a Terminal implementation
// blits them to a real device. Tests run with a scripted Terminal (or none
// at all), which is also how the "screen is a data structure" idiom —
// C code reading back what it drew with inch() — stays intact headlessly.
// Terminal is the physical device: a tcell screen in the real game, a
// script in tests.
type Terminal interface {
// Render blits the window to the device.
Render(w *Window)
// ReadChar blocks for the next key, translated to Rogue's input bytes
// (arrows become hjkl, control keys their C0 codes).
ReadChar() byte
}
// cell is one screen position.
type cell struct {
ch byte
standout bool
}
// Window is an in-memory curses window: a cell grid with a cursor and a
// standout attribute.
type Window struct {
rows, cols int
cells []cell
cy, cx int
standout bool
}
// NewWindow returns a cleared window.
func NewWindow(rows, cols int) *Window {
w := &Window{rows: rows, cols: cols, cells: make([]cell, rows*cols)}
w.Clear()
return w
}
func (w *Window) at(y, x int) *cell { return &w.cells[y*w.cols+x] }
// Move positions the cursor (curses move/wmove).
func (w *Window) Move(y, x int) { w.cy, w.cx = y, x }
// GetYX reports the cursor position (curses getyx).
func (w *Window) GetYX() (y, x int) { return w.cy, w.cx }
// AddCh writes a character at the cursor and advances it (curses addch).
func (w *Window) AddCh(ch byte) {
if ch == '\n' {
w.cy, w.cx = w.cy+1, 0
return
}
if w.cy < 0 || w.cy >= w.rows || w.cx < 0 || w.cx >= w.cols {
return
}
*w.at(w.cy, w.cx) = cell{ch: ch, standout: w.standout}
if w.cx++; w.cx >= w.cols {
w.cx = 0
if w.cy < w.rows-1 {
w.cy++
}
}
}
// AddStr writes a string at the cursor (curses addstr).
func (w *Window) AddStr(s string) {
for i := 0; i < len(s); i++ {
w.AddCh(s[i])
}
}
// MvAddCh moves then writes (curses mvaddch).
func (w *Window) MvAddCh(y, x int, ch byte) {
w.Move(y, x)
w.AddCh(ch)
}
// MvAddStr moves then writes (curses mvaddstr).
func (w *Window) MvAddStr(y, x int, s string) {
w.Move(y, x)
w.AddStr(s)
}
// Printw writes formatted text at the cursor (curses printw).
func (w *Window) Printw(format string, a ...any) {
w.AddStr(fmt.Sprintf(format, a...))
}
// MvPrintw moves then writes formatted text (curses mvprintw).
func (w *Window) MvPrintw(y, x int, format string, a ...any) {
w.Move(y, x)
w.Printw(format, a...)
}
// Inch returns the character under the cursor (curses inch, sans
// attributes — the C code always strips them with CCHAR).
func (w *Window) Inch() byte {
if w.cy < 0 || w.cy >= w.rows || w.cx < 0 || w.cx >= w.cols {
return ' '
}
return w.at(w.cy, w.cx).ch
}
// MvInch moves then reads (curses mvinch).
func (w *Window) MvInch(y, x int) byte {
w.Move(y, x)
return w.Inch()
}
// Standout sets or clears the standout attribute for subsequent writes
// (curses standout/standend).
func (w *Window) Standout(on bool) { w.standout = on }
// Clear blanks the window and homes the cursor (curses clear/wclear).
func (w *Window) Clear() {
for i := range w.cells {
w.cells[i] = cell{ch: ' '}
}
w.cy, w.cx = 0, 0
}
// Clrtoeol blanks from the cursor to the end of the line (curses clrtoeol).
func (w *Window) Clrtoeol() {
if w.cy < 0 || w.cy >= w.rows {
return
}
for x := w.cx; x < w.cols; x++ {
*w.at(w.cy, x) = cell{ch: ' '}
}
}
// CopyFrom copies another window's contents (curses overwrite).
func (w *Window) CopyFrom(src *Window) {
copy(w.cells, src.cells)
}
// Size reports the window dimensions.
func (w *Window) Size() (rows, cols int) { return w.rows, w.cols }
// CellAt reports the character and standout attribute at a position; used
// by Terminal implementations to render the window.
func (w *Window) CellAt(y, x int) (ch byte, standout bool) {
c := w.at(y, x)
return c.ch, c.standout
}
// Contents dumps the window characters row-major (the save file keeps the
// visible map, as the C game saved the curses screen).
func (w *Window) Contents() []byte {
out := make([]byte, len(w.cells))
for i, c := range w.cells {
out[i] = c.ch
}
return out
}
// SetContents restores a Contents dump.
func (w *Window) SetContents(data []byte) {
for i := range w.cells {
if i < len(data) {
w.cells[i] = cell{ch: data[i]}
}
}
}
// Line returns row y as a trimmed string; used by tests and the death/
// victory screens.
func (w *Window) Line(y int) string {
buf := make([]byte, w.cols)
for x := 0; x < w.cols; x++ {
buf[x] = w.at(y, x).ch
}
return string(buf)
}
// Screen bundles the two windows the game draws on with the device that
// shows them.
type Screen struct {
term Terminal
Std *Window // stdscr: the dungeon view
Hw *Window // hw: the scratch window for overlays
}
// NewScreen builds the standard 24x80 game screen.
func NewScreen(term Terminal) *Screen {
return &Screen{
term: term,
Std: NewWindow(NumLines, NumCols),
Hw: NewWindow(NumLines, NumCols),
}
}
// Refresh pushes stdscr to the device (curses refresh).
func (s *Screen) Refresh() {
if s.term != nil {
s.term.Render(s.Std)
}
}
// RefreshWin pushes an arbitrary window to the device (curses wrefresh).
func (s *Screen) RefreshWin(w *Window) {
if s.term != nil {
s.term.Render(w)
}
}
// Thin RogueGame wrappers so ported bodies keep their curses shape.
func (g *RogueGame) move(y, x int) { g.scr.Std.Move(y, x) }
func (g *RogueGame) addch(ch byte) { g.scr.Std.AddCh(ch) }
func (g *RogueGame) addstr(s string) { g.scr.Std.AddStr(s) }
func (g *RogueGame) mvaddch(y, x int, c byte) { g.scr.Std.MvAddCh(y, x, c) }
func (g *RogueGame) mvaddstr(y, x int, s string) {
g.scr.Std.MvAddStr(y, x, s)
}
func (g *RogueGame) printw(f string, a ...any) { g.scr.Std.Printw(f, a...) }
func (g *RogueGame) inch() byte { return g.scr.Std.Inch() }
func (g *RogueGame) mvinch(y, x int) byte { return g.scr.Std.MvInch(y, x) }
func (g *RogueGame) standout() { g.scr.Std.Standout(true) }
func (g *RogueGame) standend() { g.scr.Std.Standout(false) }
func (g *RogueGame) clear() { g.scr.Std.Clear() }
func (g *RogueGame) clrtoeol() { g.scr.Std.Clrtoeol() }
func (g *RogueGame) refresh() { g.scr.Refresh() }

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 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() {
p := &g.Player
obj := g.getItem("read", KindScroll)
if obj == nil {
return
}
if obj.Kind != KindScroll {
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.ScrollKind() {
case ScrollMonsterConfusion:
// Scroll of monster confusion. Give him that power.
p.Flags.Set(CanConfuse)
g.msg("your hands begin to glow %s", g.pickColor("red"))
case ScrollEnchantArmor:
if p.CurArmor != nil {
p.CurArmor.ArmorClass--
p.CurArmor.Flags.Clear(Cursed)
g.msg("your armor glows %s for a moment", g.pickColor("silver"))
}
case ScrollHoldMonster:
// 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(Awake) {
mp.Flags.Clear(Awake)
mp.Flags.Set(Held)
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[ScrollHoldMonster].Know = true
} else {
g.msg("you feel a strange sense of loss")
}
case ScrollSleep:
// Scroll which makes you fall asleep
g.Items.Scrolls[ScrollSleep].Know = true
g.NoCommand += g.rnd(g.spread(5)) + 4 // SLEEPTIME
p.Flags.Clear(Awake)
g.msg("you fall asleep")
case ScrollCreateMonster:
// 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.ScrollKind() == ScrollScareMonster {
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 ScrollIdentifyPotion, ScrollIdentifyScroll, ScrollIdentifyWeapon, ScrollIdentifyArmor, ScrollIdentifyRingOrStick:
// Identify, let him figure something out
g.Items.Scrolls[obj.Which].Know = true
g.msg("this scroll is an %s scroll", g.Items.Scrolls[obj.Which].Name)
g.whatis(true, idType[obj.ScrollKind()])
case ScrollMagicMapping:
// Scroll of magic mapping.
g.Items.Scrolls[ScrollMagicMapping].Know = true
g.msg("oh, now this scroll has a map on it")
// take all the things we want to keep hidden out of the window
for y := 1; y < NumLines-1; y++ {
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(FPassage) {
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(FPassage) {
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(SenseMonsters) {
g.mvaddch(y, x, ch)
}
} else {
g.mvaddch(y, x, ch)
}
}
}
}
case ScrollFoodDetection:
// Food detection
found := false
g.scr.Hw.Clear()
for _, fo := range g.Level.Objects {
if fo.Kind == KindFood {
found = true
g.scr.Hw.MvAddCh(fo.Pos.Y, fo.Pos.X, Food)
}
}
if found {
g.Items.Scrolls[ScrollFoodDetection].Know = true
g.showWin("Your nose tingles and you smell food.--More--")
} else {
g.msg("your nose tingles")
}
case ScrollTeleportation:
// Scroll of teleportation: make him disappear and reappear
curRoom := p.Room
g.teleport()
if curRoom != p.Room {
g.Items.Scrolls[ScrollTeleportation].Know = true
}
case ScrollEnchantWeapon:
if p.CurWeapon == nil || p.CurWeapon.Kind != KindWeapon {
g.msg("you feel a strange sense of loss")
} else {
p.CurWeapon.Flags.Clear(Cursed)
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 ScrollScareMonster:
// Reading it is a mistake and produces laughter at her poor boo
// boo.
g.msg("you hear maniacal laughter in the distance")
case ScrollRemoveCurse:
uncurse(p.CurArmor)
uncurse(p.CurWeapon)
uncurse(p.CurRing[Left])
uncurse(p.CurRing[Right])
g.msg("%s", g.chooseStr("you feel in touch with the Universal Onenes",
"you feel as if somebody is watching over you"))
case ScrollAggravateMonsters:
// This scroll aggravates all the monsters on the current level
// and sets them running towards the hero
g.aggravate()
g.msg("you hear a high pitched humming noise")
case ScrollProtectArmor:
if p.CurArmor != nil {
p.CurArmor.Flags.Set(Protected)
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(Cursed)
}
}

349
game/sticks.go Normal file
View File

@@ -0,0 +1,349 @@
package game
import "fmt"
// sticks.c — zap wands and staffs.
// doZap performs a zap with a wand (sticks.c do_zap).
func (g *RogueGame) doZap() {
p := &g.Player
obj := g.getItem("zap with", KindWand)
if obj == nil {
return
}
if obj.Kind != KindWand {
g.After = false
g.msg("you can't zap with that!")
return
}
if obj.Charges == 0 {
g.msg("nothing happens")
return
}
switch obj.WandKind() {
case WandLight:
// Reddy Kilowatt wand. Light up the room
g.Items.Sticks[WandLight].Know = true
if p.Room.Flags.Has(Gone) {
g.msg("the corridor glows and then fades")
} else {
p.Room.Flags.Clear(Dark)
// Light the room and put the player back up
g.enterRoom(p.Pos)
g.addmsg("the room is lit")
if !g.Options.Terse {
g.addmsg(" by a shimmering %s light", g.pickColor("blue"))
}
g.endmsg()
}
case WandDrainLife:
// take away 1/2 of hero's hit points, then take it away evenly
// from the monsters in the room (or next to hero if he is in a
// passage)
if p.Stats.HP < 2 {
g.msg("you are too weak to use it")
return
}
g.drain()
case WandInvisibility, WandPolymorph, WandTeleportAway, WandTeleportTo, WandCancellation:
y := p.Pos.Y
x := p.Pos.X
for stepOk(g.Level.VisibleChar(y, x)) {
y += g.Delta.Y
x += g.Delta.X
}
if tp := g.Level.MonsterAt(y, x); tp != nil {
monster := tp.Type
if monster == 'F' {
p.Flags.Clear(Held)
}
switch obj.WandKind() {
case WandInvisibility:
tp.Flags.Set(Invisible)
if g.cansee(y, x) {
g.mvaddch(y, x, tp.OldCh)
}
case WandPolymorph:
pp := tp.Pack
detachMon(&g.Level.Monsters, tp)
if g.seeMonst(tp) {
g.mvaddch(y, x, g.Level.Char(y, x))
}
oldch := tp.OldCh
g.Delta.Y = y
g.Delta.X = x
monster = byte(g.rnd(26) + 'A')
g.newMonster(tp, monster, g.Delta)
if g.seeMonst(tp) {
g.mvaddch(y, x, monster)
}
tp.OldCh = oldch
tp.Pack = pp
if g.seeMonst(tp) {
g.Items.Sticks[WandPolymorph].Know = true
}
case WandCancellation:
tp.Flags.Set(Cancelled)
tp.Flags.Clear(Invisible | CanConfuse)
tp.Disguise = tp.Type
if g.seeMonst(tp) {
g.mvaddch(y, x, tp.Disguise)
}
case WandTeleportAway, WandTeleportTo:
var newPos Coord
if obj.WandKind() == WandTeleportAway {
for {
newPos, _ = g.findFloor(nil, 0, true)
if newPos != p.Pos {
break
}
}
} else {
newPos.Y = p.Pos.Y + g.Delta.Y
newPos.X = p.Pos.X + g.Delta.X
}
tp.Dest = &p.Pos
tp.Flags.Set(Awake)
g.relocate(tp, newPos)
}
}
case WandMagicMissile:
g.Items.Sticks[WandMagicMissile].Know = true
bolt := newObject()
bolt.Kind = KindGold // C set o_type='*': draws a '*' and is not a weapon
bolt.HurlDmg = dice("1x4")
bolt.HPlus = 100
bolt.DPlus = 1
bolt.Flags = Missile
if p.CurWeapon != nil {
bolt.Launch = WeaponKind(p.CurWeapon.Which)
}
g.doMotion(bolt, g.Delta.Y, g.Delta.X)
if tp := g.Level.MonsterAt(bolt.Pos.Y, bolt.Pos.X); tp != nil &&
!g.saveThrow(VsMagic, &tp.Stats) {
g.hitMonster(bolt.Pos, bolt)
} else if g.Options.Terse {
g.msg("missle vanishes")
} else {
g.msg("the missle vanishes with a puff of smoke")
}
case WandHasteMonster, WandSlowMonster:
y := p.Pos.Y
x := p.Pos.X
for stepOk(g.Level.VisibleChar(y, x)) {
y += g.Delta.Y
x += g.Delta.X
}
if tp := g.Level.MonsterAt(y, x); tp != nil {
if obj.WandKind() == WandHasteMonster {
if tp.On(Slowed) {
tp.Flags.Clear(Slowed)
} else {
tp.Flags.Set(Hasted)
}
} else {
if tp.On(Hasted) {
tp.Flags.Clear(Hasted)
} else {
tp.Flags.Set(Slowed)
}
tp.Turn = true
}
g.Delta.Y = y
g.Delta.X = x
g.runto(g.Delta)
}
case WandLightning, WandFire, WandCold:
var name string
switch obj.WandKind() {
case WandLightning:
name = "bolt"
case WandFire:
name = "flame"
default:
name = "ice"
}
g.fireBolt(p.Pos, &g.Delta, name)
g.Items.Sticks[obj.Which].Know = true
case WandNothing:
}
obj.Charges--
}
// drain does the drain-hit-points-from-player schtick (sticks.c drain).
func (g *RogueGame) drain() {
p := &g.Player
// First count how many things we need to spread the hit points among
var corp *Room
if g.Level.Char(p.Pos.Y, p.Pos.X) == Door {
corp = &g.Level.Passages[*g.Level.FlagsAt(p.Pos.Y, p.Pos.X)&FPassNum]
}
inpass := p.Room.Flags.Has(Gone)
var drainee []*Monster
for _, mp := range g.Level.Monsters {
if mp.Room == p.Room || mp.Room == corp ||
(inpass && g.Level.Char(mp.Pos.Y, mp.Pos.X) == Door &&
&g.Level.Passages[*g.Level.FlagsAt(mp.Pos.Y, mp.Pos.X)&FPassNum] == p.Room) {
drainee = append(drainee, mp)
}
}
cnt := len(drainee)
if cnt == 0 {
g.msg("you have a tingling feeling")
return
}
p.Stats.HP /= 2
cnt = p.Stats.HP / cnt
// Now zot all of the monsters
for _, mp := range drainee {
if mp.Stats.HP -= cnt; mp.Stats.HP <= 0 {
g.killed(mp, g.seeMonst(mp))
} else {
g.runto(mp.Pos)
}
}
}
// fireBolt fires a bolt in a given direction from a specific starting
// place (sticks.c fire_bolt).
func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
p := &g.Player
fromHero := start == p.Pos
bolt := newObject()
bolt.Kind = KindWeapon
bolt.Which = int(WeaponFlame)
bolt.HurlDmg = dice("6x6")
bolt.HPlus = 100
bolt.DPlus = 0
g.Items.Weapons[WeaponFlame].Name = name
var dirch byte
switch dir.Y + dir.X {
case 0:
dirch = '/'
case 1, -1:
if dir.Y == 0 {
dirch = '-'
} else {
dirch = '|'
}
case 2, -2:
dirch = '\\'
}
pos := start
hitHero := !fromHero
used := false
changed := false
var spotpos []Coord
for len(spotpos) < BoltLength && !used {
pos.Y += dir.Y
pos.X += dir.X
spotpos = append(spotpos, pos)
ch := g.Level.VisibleChar(pos.Y, pos.X)
bounce := false
switch ch {
case Door:
// this code is necessary if the hero is on a door and he
// fires at the wall the door is in, it would otherwise loop
// infinitely
if p.Pos != pos {
bounce = true
}
case '|', '-', ' ':
bounce = true
}
if bounce {
if !changed {
hitHero = !hitHero
}
changed = false
dir.Y = -dir.Y
dir.X = -dir.X
spotpos = spotpos[:len(spotpos)-1]
g.msg("the %s bounces", name)
continue
}
if tp := g.Level.MonsterAt(pos.Y, pos.X); !hitHero && tp != nil {
hitHero = true
changed = !changed
tp.OldCh = g.Level.Char(pos.Y, pos.X)
if !g.saveThrow(VsMagic, &tp.Stats) {
bolt.Pos = pos
used = true
if tp.Type == 'D' && name == "flame" {
g.addmsg("the flame bounces")
if !g.Options.Terse {
g.addmsg(" off the dragon")
}
g.endmsg()
} else {
g.hitMonster(pos, bolt)
}
} else if ch != 'M' || tp.Disguise == 'M' {
if fromHero {
g.runto(pos)
}
if g.Options.Terse {
g.msg("%s misses", name)
} else {
g.msg("the %s whizzes past %s", name, g.setMname(tp))
}
}
} else if hitHero && pos == p.Pos {
hitHero = false
changed = !changed
if !g.save(VsMagic) {
if p.Stats.HP -= g.roll(6, 6); p.Stats.HP <= 0 {
if fromHero {
g.death('b')
} else {
g.death(g.Level.MonsterAt(start.Y, start.X).Type)
}
}
used = true
if g.Options.Terse {
g.msg("the %s hits", name)
} else {
g.msg("you are hit by the %s", name)
}
} else {
g.msg("the %s whizzes by you", name)
}
}
g.mvaddch(pos.Y, pos.X, dirch)
g.refresh()
}
// erase the bolt trail
for _, c2 := range spotpos {
g.mvaddch(c2.Y, c2.X, g.Level.Char(c2.Y, c2.X))
}
}
// 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" {
cur.Damage = dice("2x3")
} else {
cur.Damage = dice("1x1")
}
cur.HurlDmg = dice("1x1")
switch cur.WandKind() {
case WandLight:
cur.Charges = g.rnd(10) + 10
default:
cur.Charges = g.rnd(5) + 3
}
}
// chargeStr returns the charge-count suffix for an identified stick
// (sticks.c charge_str).
func chargeStr(g *RogueGame, obj *Object) string {
if !obj.Flags.Has(Known) {
return ""
}
if g.Options.Terse {
return fmt.Sprintf(" [%d]", obj.Charges)
}
return fmt.Sprintf(" [%d charges]", obj.Charges)
}

327
game/tables.go Normal file
View File

@@ -0,0 +1,327 @@
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",
"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 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",
}
// helpEntry is rogue.h struct h_list.
type helpEntry struct {
Ch byte
Desc string
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},
}
// Version strings (vers.c). The encstr/statlist XOR keys are not ported:
// the Go save format does not use them.
const (
Release = "5.4.4"
Version = "rogue (git.eeqj.de/sneak/rgoue port of rogueforge 5.4.4)"
)

86
game/tables_test.go Normal file
View File

@@ -0,0 +1,86 @@
package game
import "testing"
// badcheck from init.c: every probability table must sum to exactly 100.
func TestProbabilitiesSumTo100(t *testing.T) {
sum := func(info []ObjInfo) int {
s := 0
for _, oi := range info {
s += oi.Prob
}
return s
}
tables := map[string][]ObjInfo{
"things": baseThings[:],
"potions": basePotInfo[:],
"scrolls": baseScrInfo[:],
"rings": baseRingInfo[:],
"sticks": baseWsInfo[:],
"weapons": baseWeapInfo[:NumWeaponTypes], // excludes the flame entry
"armor": baseArmInfo[:],
}
for name, tab := range tables {
if s := sum(tab); s != 100 {
t.Errorf("bad percentages for %s: sum = %d, want 100", name, s)
}
}
}
func TestInitProbsCumulative(t *testing.T) {
g := NewGame(Config{Seed: 1})
last := g.Items.Potions[NumPotionTypes-1].Prob
if last != 100 {
t.Errorf("cumulative potion probability ends at %d, want 100", last)
}
for i := PotionKind(1); i < NumPotionTypes; i++ {
if g.Items.Potions[i].Prob < g.Items.Potions[i-1].Prob {
t.Errorf("potion probs not nondecreasing at %d", i)
}
}
}
func TestNewGameRandomizesAppearances(t *testing.T) {
g := NewGame(Config{Seed: 12345})
seen := map[string]bool{}
for i, c := range g.Items.PotColors {
if c == "" {
t.Fatalf("potion %d has no color", i)
}
if seen[c] {
t.Errorf("potion color %q assigned twice", c)
}
seen[c] = true
}
for i, n := range g.Items.ScrNames {
if n == "" {
t.Fatalf("scroll %d has no name", i)
}
if len(n) > MaxNameLen+1 {
t.Errorf("scroll name %q longer than C buffer allows", n)
}
}
for i := range g.Items.WandType {
if g.Items.WandType[i] != "wand" && g.Items.WandType[i] != "staff" {
t.Errorf("stick %d has type %q", i, g.Items.WandType[i])
}
if g.Items.WandMade[i] == "" {
t.Errorf("stick %d has no material", i)
}
}
// Determinism: same seed, same appearances.
h := NewGame(Config{Seed: 12345})
if h.Items != g.Items {
t.Error("two games with the same seed produced different item lore")
}
}
func TestMonsterTable(t *testing.T) {
if monsterTable[0].Name != "aquator" || monsterTable[25].Name != "zombie" {
t.Error("monster table order broken")
}
if monsterTable['D'-'A'].Name != "dragon" {
t.Error("letter indexing broken")
}
}

25
game/term_test.go Normal file
View File

@@ -0,0 +1,25 @@
package game
// testTerm is a headless Terminal for tests: rendering is a no-op and
// input plays a script, then alternates space/newline so that --More--
// and [Press return] prompts never block.
type testTerm struct {
input []byte
pos int
tick int
}
func (t *testTerm) Render(*Window) {}
func (t *testTerm) ReadChar() byte {
if t.pos < len(t.input) {
c := t.input[t.pos]
t.pos++
return c
}
t.tick++
if t.tick%2 == 0 {
return '\n'
}
return ' '
}

546
game/things.go Normal file
View File

@@ -0,0 +1,546 @@
package game
import (
"fmt"
"strings"
)
// things.c — item naming, random item creation, and the discovery list.
// invName returns the name of something as it would appear in an inventory
// (things.c inv_name).
func (g *RogueGame) invName(obj *Object, drop bool) string {
var pb strings.Builder
which := obj.Which
it := &g.Items
switch obj.Kind {
case KindPotion:
g.nameit(&pb, obj, "potion", it.PotColors[which], &it.Potions[which], nullstr)
case KindRing:
g.nameit(&pb, obj, "ring", 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:
if obj.Count == 1 {
pb.WriteString("A scroll ")
} else {
fmt.Fprintf(&pb, "%d scrolls ", obj.Count)
}
op := &it.Scrolls[which]
if op.Know {
fmt.Fprintf(&pb, "of %s", op.Name)
} else if op.Guess != "" {
fmt.Fprintf(&pb, "called %s", op.Guess)
} else {
fmt.Fprintf(&pb, "titled '%s'", it.ScrNames[which])
}
case KindFood:
if which == 1 {
if obj.Count == 1 {
fmt.Fprintf(&pb, "A%s %s", vowelstr(g.Fruit), g.Fruit)
} else {
fmt.Fprintf(&pb, "%d %ss", obj.Count, g.Fruit)
}
} else {
if obj.Count == 1 {
pb.WriteString("Some food")
} else {
fmt.Fprintf(&pb, "%d rations of food", obj.Count)
}
}
case KindWeapon:
sp := it.Weapons[which].Name
if obj.Count > 1 {
fmt.Fprintf(&pb, "%d ", obj.Count)
} else {
fmt.Fprintf(&pb, "A%s ", vowelstr(sp))
}
if obj.Flags.Has(Known) {
fmt.Fprintf(&pb, "%s %s", num(obj.HPlus, obj.DPlus, Weapon), sp)
} else {
pb.WriteString(sp)
}
if obj.Count > 1 {
pb.WriteString("s")
}
if obj.Label != "" {
fmt.Fprintf(&pb, " called %s", obj.Label)
}
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)
if !g.Options.Terse {
pb.WriteString("protection ")
}
fmt.Fprintf(&pb, "%d]", 10-obj.ArmorClass)
} else {
pb.WriteString(sp)
}
if obj.Label != "" {
fmt.Fprintf(&pb, " called %s", obj.Label)
}
case KindAmulet:
pb.WriteString("The Amulet of Yendor")
case KindGold:
fmt.Fprintf(&pb, "%d Gold pieces", obj.GoldValue)
}
out := pb.String()
if g.InvDescribe {
p := &g.Player
if obj == p.CurArmor {
out += " (being worn)"
}
if obj == p.CurWeapon {
out += " (weapon in hand)"
}
if obj == p.CurRing[Left] {
out += " (on left hand)"
} else if obj == p.CurRing[Right] {
out += " (on right hand)"
}
}
if out != "" {
if drop && isUpper(out[0]) {
out = string(toLower(out[0])) + out[1:]
} else if !drop && isLower(out[0]) {
out = string(toUpper(out[0])) + out[1:]
}
}
return out
}
// dropIt puts something down (things.c drop; renamed to avoid the
// leavePack/detach vocabulary collision).
func (g *RogueGame) dropIt() {
p := &g.Player
ch := g.Level.Char(p.Pos.Y, p.Pos.X)
if ch != Floor && ch != Passage {
g.After = false
g.msg("there is something there already")
return
}
obj := g.getItem("drop", KindNone)
if obj == nil {
return
}
if !g.dropCheck(obj) {
return
}
obj = g.leavePack(obj, true, !obj.Kind.MergesInPack())
// Link it into the level object list
attachObj(&g.Level.Objects, obj)
g.Level.SetChar(p.Pos.Y, p.Pos.X, obj.Kind.Glyph())
g.Level.FlagsAt(p.Pos.Y, p.Pos.X).Set(FDropped)
obj.Pos = p.Pos
if obj.Kind == KindAmulet {
g.HasAmulet = false
}
g.msg("dropped %s", g.invName(obj, true))
}
// dropCheck does special checks for dropping or unwielding|unwearing|
// unringing (things.c dropcheck).
func (g *RogueGame) dropCheck(obj *Object) bool {
if obj == nil {
return true
}
p := &g.Player
if obj != p.CurArmor && obj != p.CurWeapon &&
obj != p.CurRing[Left] && obj != p.CurRing[Right] {
return true
}
if obj.Flags.Has(Cursed) {
g.msg("you can't. It appears to be cursed")
return false
}
if obj == p.CurWeapon {
p.CurWeapon = nil
} else if obj == p.CurArmor {
g.wasteTime()
p.CurArmor = nil
} else {
hand := Right
if obj == p.CurRing[Left] {
hand = Left
}
p.CurRing[hand] = nil
switch obj.RingKind() {
case RingAddStrength:
g.chgStr(-obj.Bonus)
case RingSeeInvisible:
g.unsee(0)
g.Extinguish(DUnsee)
}
}
return true
}
// newThing returns a new random thing for the dungeon (things.c new_thing).
func (g *RogueGame) newThing() *Object {
cur := newObject()
cur.Damage = dice("0x0")
cur.HurlDmg = dice("0x0")
cur.ArmorClass = 11
cur.Count = 1
// Decide what kind of object it will be; if we haven't had food for a
// while, let it be food.
var kind int
if g.Player.NoFood > 3 {
kind = 2
} else {
kind = pickOne(g, g.Items.Things[:])
}
switch kind {
case 0:
cur.Kind = KindPotion
cur.Which = pickOne(g, g.Items.Potions[:])
case 1:
cur.Kind = KindScroll
cur.Which = pickOne(g, g.Items.Scrolls[:])
case 2:
cur.Kind = KindFood
g.Player.NoFood = 0
if g.rnd(10) != 0 {
cur.Which = 0
} else {
cur.Which = 1
}
case 3:
g.initWeapon(cur, WeaponKind(pickOne(g, g.Items.Weapons[:NumWeaponTypes])))
if r := g.rnd(100); r < 10 {
cur.Flags.Set(Cursed)
cur.HPlus -= g.rnd(3) + 1
} else if r < 15 {
cur.HPlus += g.rnd(3) + 1
}
case 4:
cur.Kind = KindArmor
cur.Which = pickOne(g, g.Items.Armors[:])
cur.ArmorClass = aClass[cur.Which]
if r := g.rnd(100); r < 20 {
cur.Flags.Set(Cursed)
cur.ArmorClass += g.rnd(3) + 1
} else if r < 28 {
cur.ArmorClass -= g.rnd(3) + 1
}
case 5:
cur.Kind = KindRing
cur.Which = pickOne(g, g.Items.Rings[:])
switch cur.RingKind() {
case RingAddStrength, RingProtection, RingDexterity, RingIncreaseDamage:
if cur.Bonus = g.rnd(3); cur.Bonus == 0 {
cur.Bonus = -1
cur.Flags.Set(Cursed)
}
case RingAggravateMonsters, RingTeleportation:
cur.Flags.Set(Cursed)
}
case 6:
cur.Kind = KindWand
cur.Which = pickOne(g, g.Items.Sticks[:])
g.fixStick(cur)
}
return cur
}
// pickOne picks an item out of a list of possible objects using their
// cumulative probabilities (things.c pick_one).
func pickOne(g *RogueGame, info []ObjInfo) int {
i := g.rnd(100)
for idx := range info {
if i < info[idx].Prob {
return idx
}
}
return 0 // bad pick_one: C resets to the start of the table
}
// invPage is the things.c static pagination state for the discovery/
// inventory list windows (line_cnt, newpage, lastfmt/lastarg, maxlen).
type invPage struct {
lineCnt int
newpage bool
lastLine string
maxlen int
init bool
}
// discovered lists what the player has found of a certain type
// (things.c discovered).
func (g *RogueGame) discovered() {
var ch byte
for {
discList := false
if !g.Options.Terse {
g.addmsg("for ")
}
g.addmsg("what type")
if !g.Options.Terse {
g.addmsg(" of object do you want a list")
}
g.msg("? (* for all)")
ch = g.readchar()
switch ch {
case Escape:
g.msg("")
return
case Potion, Scroll, Ring, Stick, '*':
discList = true
default:
if g.Options.Terse {
g.msg("Not a type")
} else {
g.msg("Please type one of %c%c%c%c (ESCAPE to quit)",
Potion, Scroll, Ring, Stick)
}
}
if discList {
break
}
}
if ch == '*' {
g.printDisc(Potion)
g.addLine("")
g.printDisc(Scroll)
g.addLine("")
g.printDisc(Ring)
g.addLine("")
g.printDisc(Stick)
g.endLine()
} else {
g.printDisc(ch)
g.endLine()
}
}
// printDisc prints what we've discovered of the given type
// (things.c print_disc).
func (g *RogueGame) printDisc(typ byte) {
var info []ObjInfo
switch typ {
case Scroll:
info = g.Items.Scrolls[:]
case Potion:
info = g.Items.Potions[:]
case Ring:
info = g.Items.Rings[:]
case Stick:
info = g.Items.Sticks[:]
}
order := make([]int, len(info))
g.setOrder(order)
obj := Object{Count: 1}
numFound := 0
for i := range info {
if info[order[i]].Know || info[order[i]].Guess != "" {
obj.Kind = objectKindForGlyph(typ)
obj.Which = order[i]
g.addLine("%s", g.invName(&obj, false))
numFound++
}
}
if numFound == 0 {
g.addLine("%s", g.nothing(typ))
}
}
// setOrder shuffles the display order for the discovery list
// (things.c set_order).
func (g *RogueGame) setOrder(order []int) {
for i := range order {
order[i] = i
}
for i := len(order); i > 0; i-- {
r := g.rnd(i)
order[i-1], order[r] = order[r], order[i-1]
}
}
// addLine adds a line to the list of discoveries (things.c add_line). A
// format of exactly "\x00" is the C fmt==NULL page-flush sentinel — use
// flushLine() for that.
const flushSentinel = "\x00"
func (g *RogueGame) addLine(format string, a ...any) int {
pg := &g.invPage
prompt := "--Press space to continue--"
isFlush := format == flushSentinel
var line string
if !isFlush {
line = fmt.Sprintf(format, a...)
}
if pg.lineCnt == 0 {
g.scr.Hw.Clear()
if g.Options.InvType == InvSlow {
g.Msgs.Mpos = 0
}
}
if g.Options.InvType == InvSlow {
if !isFlush && line != "" {
if g.msg("%s", line) == Escape {
return Escape
}
}
pg.lineCnt++
} else {
if !pg.init {
pg.maxlen = len(prompt)
pg.init = true
}
if pg.lineCnt >= NumLines-1 || isFlush {
if g.Options.InvType == InvOver && isFlush && !pg.newpage {
// Overlay the accumulated list in a box at the top right
// of the screen, prompt, and restore what was beneath.
g.msg("")
g.refresh()
saved := NewWindow(NumLines, NumCols)
saved.CopyFrom(g.scr.Std)
lx := NumCols - pg.maxlen - 2
for y := 0; y <= pg.lineCnt; y++ {
for x := 0; x <= pg.maxlen; x++ {
g.scr.Std.MvAddCh(y, lx+x, g.scr.Hw.MvInch(y, x))
}
}
g.scr.Std.MvAddStr(pg.lineCnt, lx, prompt)
g.refresh()
g.waitFor(' ')
g.scr.Std.CopyFrom(saved)
g.refresh()
} else {
g.scr.Hw.MvAddStr(NumLines-1, 0, prompt)
g.scr.RefreshWin(g.scr.Hw)
g.waitFor(' ')
g.scr.Hw.Clear()
g.refresh()
}
pg.newpage = true
pg.lineCnt = 0
pg.maxlen = len(prompt)
}
if !isFlush && !(pg.lineCnt == 0 && line == "") {
g.scr.Hw.MvAddStr(pg.lineCnt, 0, line)
pg.lineCnt++
if pg.maxlen < len(line) {
pg.maxlen = len(line)
}
pg.lastLine = line
}
}
return ^Escape
}
// flushLine is add_line(NULL): force out the accumulated page.
func (g *RogueGame) flushLine() int { return g.addLine(flushSentinel) }
// endLine ends the list of lines (things.c end_line).
func (g *RogueGame) endLine() {
pg := &g.invPage
if g.Options.InvType != InvSlow {
if pg.lineCnt == 1 && !pg.newpage {
g.Msgs.Mpos = 0
g.msg("%s", pg.lastLine)
} else {
g.flushLine()
}
}
pg.lineCnt = 0
pg.newpage = false
}
// nothing builds the "nothing found" message for a type (things.c nothing).
func (g *RogueGame) nothing(typ byte) string {
var out string
if g.Options.Terse {
out = "Nothing"
} else {
out = "Haven't discovered anything"
}
if typ != '*' {
var tystr string
switch typ {
case Potion:
tystr = "potion"
case Scroll:
tystr = "scroll"
case Ring:
tystr = "ring"
case Stick:
tystr = "stick"
}
out += fmt.Sprintf(" about any %ss", tystr)
}
return out
}
// nameit gives the proper name to a potion, stick, or ring
// (things.c nameit).
func (g *RogueGame) nameit(pb *strings.Builder, obj *Object, typ, which string,
op *ObjInfo, prfunc func(*RogueGame, *Object) string) {
if op.Know || op.Guess != "" {
if obj.Count == 1 {
fmt.Fprintf(pb, "A %s ", typ)
} else {
fmt.Fprintf(pb, "%d %ss ", obj.Count, typ)
}
if op.Know {
fmt.Fprintf(pb, "of %s%s(%s)", op.Name, prfunc(g, obj), which)
} else {
fmt.Fprintf(pb, "called %s%s(%s)", op.Guess, prfunc(g, obj), which)
}
} else if obj.Count == 1 {
fmt.Fprintf(pb, "A%s %s %s", vowelstr(which), which, typ)
} else {
fmt.Fprintf(pb, "%d %s %ss", obj.Count, which, typ)
}
}
// nullstr returns an empty string (things.c nullstr).
func nullstr(*RogueGame, *Object) string { return "" }
// prList lists possible potions, scrolls, etc. for the wizard (things.c
// pr_list).
func (g *RogueGame) prList() {
if !g.Options.Terse {
g.addmsg("for ")
}
g.addmsg("what type")
if !g.Options.Terse {
g.addmsg(" of object do you want a list")
}
g.msg("? ")
ch := g.readchar()
switch ch {
case Potion:
g.prSpec(g.Items.Potions[:])
case Scroll:
g.prSpec(g.Items.Scrolls[:])
case Ring:
g.prSpec(g.Items.Rings[:])
case Stick:
g.prSpec(g.Items.Sticks[:])
case Armor:
g.prSpec(g.Items.Armors[:])
case Weapon:
g.prSpec(g.Items.Weapons[:NumWeaponTypes])
}
}
// prSpec prints a specific list of possible items to choose from
// (things.c pr_spec).
func (g *RogueGame) prSpec(info []ObjInfo) {
lastprob := 0
i := byte('0')
for idx := range info {
if i == '9'+1 {
i = 'a'
}
g.addLine("%c: %s (%d%%)", i, info[idx].Name, info[idx].Prob-lastprob)
lastprob = info[idx].Prob
i++
}
g.endLine()
}

443
game/types.go Normal file
View File

@@ -0,0 +1,443 @@
// Package game is a Go port of Rogue 5.4.4 ("Exploring the Dungeons of
// Doom", Michael Toy, Ken Arnold and Glenn Wichman, 1980-1999).
//
// The port is function-by-function faithful to the C sources kept in the
// repository root; ARCHITECTURE.md documents both the original program and
// the design of this port. All formerly-global state lives on the RogueGame
// type.
package game
// Maximum number of different things (rogue.h)
const (
MaxRooms = 9
MaxThings = 9
MaxObj = 9
MaxPack = 23
MaxTraps = 10
AmuletLevel = 26
NumThings = 7 // number of types of things
MaxPass = 13 // upper limit on number of passages
NumLines = 24
NumCols = 80
StatLine = NumLines - 1
BoreLevel = 50
MaxStr = 1024 // maximum length of strings
MaxLines = 32 // maximum number of screen lines used
MaxCols = 80 // maximum number of screen columns used
)
// Return values for get functions (rogue.h)
const (
Norm = 0 // normal exit
Quit = 1 // quit option setting
Minus = 2 // back up one option
)
// Inventory types (rogue.h)
const (
InvOver = 0
InvSlow = 1
InvClear = 2
)
// Things that appear on the screens (rogue.h). These byte values serve both
// as map characters and as Object.Type discriminators, exactly as in C.
const (
Passage byte = '#'
Door byte = '+'
Floor byte = '.'
PlayerCh byte = '@'
Trap byte = '^'
Stairs byte = '%'
Gold byte = '*'
Potion byte = '!'
Scroll byte = '?'
Magic byte = '$'
Food byte = ':'
Weapon byte = ')'
Armor byte = ']'
Amulet byte = ','
Ring byte = '='
Stick byte = '/'
)
// Various constants (rogue.h)
const (
HealTime = 30
HuhDuration = 20
SeeDuration = 850
HungerTime = 1300
MoreTime = 150
StomachSize = 2000
StarveTime = 850
Escape = 27
Left = 0
Right = 1
BoltLength = 6
LampDist = 3
MaxDaemons = 20
MaxInp = 50 // options.c: max string entered by the user
MaxNameLen = 40 // init.c MAXNAME: max chars in a generated scroll name
)
// Save against things (rogue.h)
const (
VsPoison = 0
VsParalyzation = 0
VsDeath = 0
VsBreath = 2
VsMagic = 3
)
// Flags for rooms (rogue.h)
type RoomFlags int16
const (
Dark RoomFlags = 1 << iota // room is dark
Gone // room is gone (a corridor)
Maze // room is a maze
)
func (f RoomFlags) Has(b RoomFlags) bool { return f&b != 0 }
func (f *RoomFlags) Set(b RoomFlags) { *f |= b }
func (f *RoomFlags) Clear(b RoomFlags) { *f &^= b }
// Flags for objects (rogue.h)
type ObjFlags int32
const (
Cursed ObjFlags = 1 << iota // ISCURSED: object is cursed
Known // ISKNOW: player knows details about the object
Missile // ISMISL: object is a missile type
Stackable // ISMANY: object comes in groups
WasFound // ISFOUND (objects): object has been seen (ISFOUND shares the bit with creatures)
Protected // ISPROT: armor is permanently protected
)
func (f ObjFlags) Has(b ObjFlags) bool { return f&b != 0 }
func (f *ObjFlags) Set(b ObjFlags) { *f |= b }
func (f *ObjFlags) Clear(b ObjFlags) { *f &^= b }
// Flags for creatures (rogue.h). The C bit collisions are deliberate and
// preserved: one name of each pair applies to monsters, the other to the
// hero, and they never coexist on one creature.
type CreatureFlags int32
const (
CanConfuse CreatureFlags = 0o000001 // CANHUH: creature can confuse
CanSeeInvisible CreatureFlags = 0o000002 // CANSEE: creature can see invisible creatures
Blind CreatureFlags = 0o000004 // ISBLIND: creature is blind
Cancelled CreatureFlags = 0o000010 // ISCANC: creature has special qualities cancelled
Levitating CreatureFlags = 0o000010 // ISLEVIT: hero is levitating
Found CreatureFlags = 0o000020 // ISFOUND: creature has been seen
Greedy CreatureFlags = 0o000040 // ISGREED: creature runs to protect gold
Hasted CreatureFlags = 0o000100 // ISHASTE: creature has been hastened
Targeted CreatureFlags = 0o000200 // ISTARGET: creature is the target of an 'f' command
Held CreatureFlags = 0o000400 // ISHELD: creature has been held
Confused CreatureFlags = 0o001000 // ISHUH: creature is confused
Invisible CreatureFlags = 0o002000 // ISINVIS: creature is invisible
Mean CreatureFlags = 0o004000 // ISMEAN: creature can wake when player enters room
Hallucinating CreatureFlags = 0o004000 // ISHALU: hero is on acid trip
Regenerates CreatureFlags = 0o010000 // ISREGEN: creature can regenerate
Awake CreatureFlags = 0o020000 // ISRUN: creature is running at the player
SenseMonsters CreatureFlags = 0o040000 // SEEMONST: hero can detect unseen monsters
Flying CreatureFlags = 0o040000 // ISFLY: creature can fly
Slowed CreatureFlags = 0o100000 // ISSLOW: creature has been slowed
)
func (f CreatureFlags) Has(b CreatureFlags) bool { return f&b != 0 }
func (f *CreatureFlags) Set(b CreatureFlags) { *f |= b }
func (f *CreatureFlags) Clear(b CreatureFlags) { *f &^= b }
// Flags for the level map (rogue.h)
type PlaceFlags uint8
const (
FPassage PlaceFlags = 0x80 // F_PASS: is a passageway
FSeen PlaceFlags = 0x40 // have seen this spot before
FDropped PlaceFlags = 0x20 // object was dropped here
FLocked PlaceFlags = 0x20 // door is locked
FReal PlaceFlags = 0x10 // what you see is what you get
FPassNum PlaceFlags = 0x0f // F_PNUM: passage number mask
FTrapMask PlaceFlags = 0x07 // F_TMASK: trap number mask
)
func (f PlaceFlags) Has(b PlaceFlags) bool { return f&b != 0 }
func (f *PlaceFlags) Set(b PlaceFlags) { *f |= b }
func (f *PlaceFlags) Clear(b PlaceFlags) { *f &^= b }
// TrapKind identifies a trap (rogue.h trap types). The kind is stored in
// the low bits of a map cell's PlaceFlags (FTrapMask).
type TrapKind int
const (
TrapDoor TrapKind = 0
TrapArrow TrapKind = 1
TrapSleep TrapKind = 2
TrapBear TrapKind = 3
TrapTeleport TrapKind = 4
TrapDart TrapKind = 5
TrapRust TrapKind = 6
TrapMystery TrapKind = 7
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
// Potion kinds (rogue.h)
const (
PotionConfusion PotionKind = iota
PotionLSD
PotionPoison
PotionGainStrength
PotionSeeInvisible
PotionHealing
PotionDetectMonsters
PotionDetectMagic
PotionRaiseLevel
PotionExtraHealing
PotionHaste
PotionRestoreStrength
PotionBlindness
PotionLevitation
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
// Scroll kinds (rogue.h)
const (
ScrollMonsterConfusion ScrollKind = iota
ScrollMagicMapping
ScrollHoldMonster
ScrollSleep
ScrollEnchantArmor
ScrollIdentifyPotion
ScrollIdentifyScroll
ScrollIdentifyWeapon
ScrollIdentifyArmor
ScrollIdentifyRingOrStick
ScrollScareMonster
ScrollFoodDetection
ScrollTeleportation
ScrollEnchantWeapon
ScrollCreateMonster
ScrollRemoveCurse
ScrollAggravateMonsters
ScrollProtectArmor
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
// Weapon kinds (rogue.h)
const (
WeaponMace WeaponKind = iota
WeaponLongSword
WeaponBow
WeaponArrow
WeaponDagger
WeaponTwoHandedSword
WeaponDart
WeaponShuriken
WeaponSpear
WeaponFlame // fake entry for dragon breath (ick)
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
// Armor kinds (rogue.h)
const (
ArmorLeather ArmorKind = iota
ArmorRingMail
ArmorStuddedLeather
ArmorScaleMail
ArmorChainMail
ArmorSplintMail
ArmorBandedMail
ArmorPlateMail
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
// Ring kinds (rogue.h)
const (
RingProtection RingKind = iota
RingAddStrength
RingSustainStrength
RingSearching
RingSeeInvisible
RingAdornment
RingAggravateMonsters
RingDexterity
RingIncreaseDamage
RingRegeneration
RingSlowDigestion
RingTeleportation
RingStealth
RingMaintainArmor
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
// Wand kinds (rogue.h)
const (
WandLight WandKind = iota
WandInvisibility
WandLightning
WandFire
WandCold
WandPolymorph
WandMagicMissile
WandHasteMonster
WandSlowMonster
WandDrainLife
WandNothing
WandTeleportAway
WandTeleportTo
WandCancellation
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 {
X, Y int
}
// Stats describes a fighting being (rogue.h struct stats).
type Stats struct {
Str int // strength (s_str; 3..31)
Exp int // experience
Lvl int // level of mastery
ArmorClass int // armor class (s_arm)
HP int // hit points (s_hpt)
Dmg DiceSpec // damage dice, e.g. "1x4/1x2"
MaxHP int
}
// Room describes a room or passage network (rogue.h struct room).
type Room struct {
Pos Coord // upper left corner
Max Coord // size of room
Gold Coord // where the gold is
GoldVal int // how much the gold is worth
Flags RoomFlags
Exits []Coord // where the exits are (r_exit[12]/r_nexits)
}
// MonsterKind is a bestiary entry (rogue.h struct monster).
type MonsterKind struct {
Name string // what to call the monster
Carry int // probability of carrying something
Flags CreatureFlags
Stats Stats // initial stats
}
// ObjInfo describes one object class: its real name, generation
// probability, score worth, and per-game identification state
// (rogue.h struct obj_info).
type ObjInfo struct {
Name string
Prob int
Worth int
Guess string
Know bool
}
// Stone is a ring stone with its worth (rogue.h STONE).
type Stone struct {
Name string
Value int
}
// CTRL maps a letter to its control character, as the C CTRL() macro.
func CTRL(c byte) byte { return c & 0o37 }
// distance returns the squared distance between two points (chase.c dist).
func distance(y1, x1, y2, x2 int) int {
dx := x2 - x1
dy := y2 - y1
return dx*dx + dy*dy
}
// distCp is dist_cp from chase.c.
func distCp(c1, c2 Coord) int { return distance(c1.Y, c1.X, c2.Y, c2.X) }
// sign is misc.c sign(): -1, 0 or 1.
func sign(nm int) int {
switch {
case nm < 0:
return -1
case nm > 0:
return 1
}
return 0
}

200
game/weapons.go Normal file
View File

@@ -0,0 +1,200 @@
package game
import "fmt"
// weapons.c — functions for dealing with problems brought about by weapons.
const noWeapon WeaponKind = -1
// missile fires a missile in a given direction (weapons.c missile).
func (g *RogueGame) missile(ydelta, xdelta int) {
// Get which thing we are hurling
obj := g.getItem("throw", KindWeapon)
if obj == nil {
return
}
if !g.dropCheck(obj) || g.isCurrent(obj) {
return
}
obj = g.leavePack(obj, true, false)
g.doMotion(obj, ydelta, xdelta)
// AHA! Here it has hit something. If it is a wall or a door, or if
// it misses (combat) the monster, put it on the floor
if g.Level.MonsterAt(obj.Pos.Y, obj.Pos.X) == nil ||
!g.hitMonster(obj.Pos, obj) {
g.fall(obj, true)
}
}
// doMotion does the actual motion on the screen done by an object
// traveling across the room (weapons.c do_motion).
func (g *RogueGame) doMotion(obj *Object, ydelta, xdelta int) {
p := &g.Player
// Come fly with us ...
obj.Pos = p.Pos
for {
// Erase the old one
if obj.Pos != p.Pos && g.cansee(obj.Pos.Y, obj.Pos.X) && !g.Options.Terse {
ch := g.Level.Char(obj.Pos.Y, obj.Pos.X)
if ch == Floor && !g.showFloor() {
ch = ' '
}
g.mvaddch(obj.Pos.Y, obj.Pos.X, ch)
}
// Get the new position
obj.Pos.Y += ydelta
obj.Pos.X += xdelta
ch := g.Level.VisibleChar(obj.Pos.Y, obj.Pos.X)
if stepOk(ch) && ch != Door {
// It hasn't hit anything yet, so display it if it's alright.
if g.cansee(obj.Pos.Y, obj.Pos.X) && !g.Options.Terse {
g.mvaddch(obj.Pos.Y, obj.Pos.X, obj.Kind.Glyph())
g.refresh()
}
continue
}
break
}
}
// fall drops an item someplace around here (weapons.c fall).
func (g *RogueGame) fall(obj *Object, pr bool) {
if fpos, ok := g.fallpos(obj.Pos); ok {
pp := g.Level.At(fpos.Y, fpos.X)
pp.Ch = obj.Kind.Glyph()
obj.Pos = fpos
if g.cansee(fpos.Y, fpos.X) {
if pp.Monst != nil {
pp.Monst.OldCh = obj.Kind.Glyph()
} else {
g.mvaddch(fpos.Y, fpos.X, obj.Kind.Glyph())
}
}
attachObj(&g.Level.Objects, obj)
return
}
if pr {
if g.HasHit {
g.endmsg()
g.HasHit = false
}
g.msg("the %s vanishes as it hits the ground",
g.Items.Weapons[obj.Which].Name)
}
}
// hitMonster checks if the missile hits the monster (weapons.c
// hit_monster).
func (g *RogueGame) hitMonster(mp Coord, obj *Object) bool {
return g.fight(mp, obj, true)
}
// wield pulls out a certain weapon (weapons.c wield).
func (g *RogueGame) wield() {
p := &g.Player
oweapon := p.CurWeapon
if !g.dropCheck(p.CurWeapon) {
p.CurWeapon = oweapon
return
}
p.CurWeapon = oweapon
obj := g.getItem("wield", KindWeapon)
if obj == nil {
g.After = false
return
}
if obj.Kind == KindArmor {
g.msg("you can't wield armor")
g.After = false
return
}
if g.isCurrent(obj) {
g.After = false
return
}
sp := g.invName(obj, true)
p.CurWeapon = obj
if !g.Options.Terse {
g.addmsg("you are now ")
}
g.msg("wielding %s (%c)", sp, obj.PackCh)
}
// initWeaps is the weapons.c init_dam[] table.
var initWeaps = [NumWeaponTypes]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]
weap.Kind = KindWeapon
weap.Which = int(which)
weap.Damage = iwp.dam
weap.HurlDmg = iwp.hrl
weap.Launch = iwp.launch
weap.Flags = iwp.flags
weap.HPlus = 0
weap.DPlus = 0
if which == WeaponDagger {
weap.Count = g.rnd(4) + 2
weap.Group = g.Items.Group
g.Items.Group++
} else if weap.Flags.Has(Stackable) {
weap.Count = g.rnd(8) + 8
weap.Group = g.Items.Group
g.Items.Group++
} else {
weap.Count = 1
weap.Group = 0
}
}
// num formats a hit/damage or armor bonus string (weapons.c num).
func num(n1, n2 int, typ byte) string {
out := fmt.Sprintf("%+d", n1)
if typ == Weapon {
out += fmt.Sprintf(",%+d", n2)
}
return out
}
// fallpos picks a random empty position around (pos) for a dropped item
// (weapons.c fallpos).
func (g *RogueGame) fallpos(pos Coord) (Coord, bool) {
var newpos Coord
cnt := 0
for y := pos.Y - 1; y <= pos.Y+1; y++ {
for x := pos.X - 1; x <= pos.X+1; x++ {
// check to make certain the spot is empty, if it is, put the
// object there, set it in the level list and re-draw the room
// if he can see it
if (y == g.Player.Pos.Y && x == g.Player.Pos.X) ||
y < 0 || x < 0 {
continue
}
ch := g.Level.Char(y, x)
if ch == Floor || ch == Passage {
if cnt++; g.rnd(cnt) == 0 {
newpos.Y = y
newpos.X = x
}
}
}
}
return newpos, cnt != 0
}

178
game/wizard.go Normal file
View File

@@ -0,0 +1,178 @@
package game
// wizard.c — special wizard commands, some of which are also non-wizard
// commands under strange circumstances. The DES password check is not
// ported: wizard mode is enabled by configuration instead.
// createObj is the wizard command for getting anything he wants (wizard.c
// create_obj).
func (g *RogueGame) createObj() {
obj := newObject()
g.msg("type of item: ")
obj.Kind = objectKindForGlyph(g.readchar())
g.Msgs.Mpos = 0
g.msg("which %c do you want? (0-f)", obj.Kind.Glyph())
ch := g.readchar()
if isDigit(ch) {
obj.Which = int(ch - '0')
} else {
obj.Which = int(ch-'a') + 10
}
obj.Group = 0
obj.Count = 1
g.Msgs.Mpos = 0
switch {
case obj.Kind == KindWeapon || obj.Kind == KindArmor:
g.msg("blessing? (+,-,n)")
bless := g.readchar()
g.Msgs.Mpos = 0
if bless == '-' {
obj.Flags.Set(Cursed)
}
if obj.Kind == KindWeapon {
g.initWeapon(obj, WeaponKind(obj.Which))
if bless == '-' {
obj.HPlus -= g.rnd(3) + 1
}
if bless == '+' {
obj.HPlus += g.rnd(3) + 1
}
} else {
obj.ArmorClass = aClass[obj.Which]
if bless == '-' {
obj.ArmorClass += g.rnd(3) + 1
}
if bless == '+' {
obj.ArmorClass -= g.rnd(3) + 1
}
}
case obj.Kind == KindRing:
switch obj.RingKind() {
case RingProtection, RingAddStrength, RingDexterity, RingIncreaseDamage:
g.msg("blessing? (+,-,n)")
bless := g.readchar()
g.Msgs.Mpos = 0
if bless == '-' {
obj.Flags.Set(Cursed)
obj.Bonus = -1
} else {
obj.Bonus = g.rnd(2) + 1
}
case RingAggravateMonsters, RingTeleportation:
obj.Flags.Set(Cursed)
}
case obj.Kind == KindWand:
g.fixStick(obj)
case obj.Kind == KindGold:
g.msg("how much?")
buf := ""
if g.getStr(&buf, g.scr.Std) == Norm {
obj.GoldValue = cAtoi(buf)
}
}
g.addPack(obj, false)
}
// showMap prints out the whole map for the wizard (wizard.c show_map).
func (g *RogueGame) showMap() {
hw := g.scr.Hw
hw.Clear()
for y := 1; y < NumLines-1; y++ {
for x := 0; x < NumCols; x++ {
real := g.Level.FlagsAt(y, x).Has(FReal)
if !real {
hw.Standout(true)
}
hw.MvAddCh(y, x, g.Level.Char(y, x))
if !real {
hw.Standout(false)
}
}
}
g.showWin("---More (level map)---")
}
// whatis identifies what a certain object is (wizard.c whatis).
func (g *RogueGame) whatis(insist bool, kind ObjectKind) {
p := &g.Player
if len(p.Pack) == 0 {
g.msg("you don't have anything in your pack to identify")
return
}
var obj *Object
for {
obj = g.getItem("identify", kind)
if !insist {
break
}
if g.NObjs == 0 {
return
}
if obj == nil {
g.msg("you must identify something")
} else if kind != KindNone && obj.Kind != kind &&
!(kind == KindRingOrStick &&
(obj.Kind == KindRing || obj.Kind == KindWand)) {
g.msg("you must identify a %s", kind)
} else {
break
}
}
if obj == nil {
return
}
switch obj.Kind {
case KindScroll:
setKnow(obj, g.Items.Scrolls[:])
case KindPotion:
setKnow(obj, g.Items.Potions[:])
case KindWand:
setKnow(obj, g.Items.Sticks[:])
case KindWeapon, KindArmor:
obj.Flags.Set(Known)
case KindRing:
setKnow(obj, g.Items.Rings[:])
}
g.msg("%s", g.invName(obj, false))
}
// setKnow sets things up when we really know what a thing is (wizard.c
// set_know).
func setKnow(obj *Object, info []ObjInfo) {
info[obj.Which].Know = true
obj.Flags.Set(Known)
info[obj.Which].Guess = ""
}
// The C type_name()/tlist table is gone: ObjectKind.String() carries the
// same vocabulary.
// teleport bamfs the hero someplace else (wizard.c teleport).
func (g *RogueGame) teleport() {
p := &g.Player
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorAt())
c, _ := g.findFloor(nil, 0, true)
if g.roomin(c) != p.Room {
g.leaveRoom(p.Pos)
p.Pos = c
g.enterRoom(p.Pos)
} else {
p.Pos = c
g.look(true)
}
g.mvaddch(p.Pos.Y, p.Pos.X, PlayerCh)
// turn off ISHELD in case teleportation was done while fighting a
// Flytrap
if p.On(Held) {
p.Flags.Clear(Held)
p.VfHit = 0
g.Monsters['F'-'A'].Stats.Dmg = dice("000x0")
}
g.NoMove = 0
g.Count = 0
g.Running = false
g.flushType()
}

14
go.mod Normal file
View File

@@ -0,0 +1,14 @@
module git.eeqj.de/sneak/rgoue
go 1.25.7
require github.com/gdamore/tcell/v2 v2.13.10
require (
github.com/gdamore/encoding v1.0.1 // indirect
github.com/lucasb-eyer/go-colorful v1.3.0 // indirect
github.com/rivo/uniseg v0.4.7 // indirect
golang.org/x/sys v0.38.0 // indirect
golang.org/x/term v0.37.0 // indirect
golang.org/x/text v0.31.0 // indirect
)

45
go.sum Normal file
View File

@@ -0,0 +1,45 @@
github.com/gdamore/encoding v1.0.1 h1:YzKZckdBL6jVt2Gc+5p82qhrGiqMdG/eNs6Wy0u3Uhw=
github.com/gdamore/encoding v1.0.1/go.mod h1:0Z0cMFinngz9kS1QfMjCP8TY7em3bZYeeklsSDPivEo=
github.com/gdamore/tcell/v2 v2.13.10 h1:Afs3JKt83HnhuUKdZ3MnxUgOqQRWftj5JyDqv1LLynA=
github.com/gdamore/tcell/v2 v2.13.10/go.mod h1:+Wfe208WDdB7INEtCsNrAN6O2m+wsTPk1RAovjaILlo=
github.com/lucasb-eyer/go-colorful v1.3.0 h1:2/yBRLdWBZKrf7gB40FoiKfAWYQ0lqNcbuQwVHXptag=
github.com/lucasb-eyer/go-colorful v1.3.0/go.mod h1:R4dSotOR9KMtayYi1e77YzuveK+i7ruzyGqttikkLy0=
github.com/rivo/uniseg v0.4.7 h1:WUdvkW8uEhrYfLC4ZzdpI2ztxP1I582+49Oc5Mq64VQ=
github.com/rivo/uniseg v0.4.7/go.mod h1:FN3SvrM+Zdj16jyLfmOkMNblXMcoc8DfTHruCPUcx88=
github.com/yuin/goldmark v1.4.13/go.mod h1:6yULJ656Px+3vBD8DxQVa3kxgyrAnzto9xy5taEt/CY=
golang.org/x/crypto v0.0.0-20190308221718-c2843e01d9a2/go.mod h1:djNgcEr1/C05ACkg1iLfiJU5Ep61QUkGW8qpdssI0+w=
golang.org/x/crypto v0.0.0-20210921155107-089bfa567519/go.mod h1:GvvjBRRGRdwPK5ydBHafDWAxML/pGHZbMvKqRZ5+Abc=
golang.org/x/mod v0.6.0-dev.0.20220419223038-86c51ed26bb4/go.mod h1:jJ57K6gSWd91VN4djpZkiMVwK6gcyfeH4XE8wZrZaV4=
golang.org/x/mod v0.8.0/go.mod h1:iBbtSCu2XBx23ZKBPSOrRkjjQPZFPuis4dIYUhu/chs=
golang.org/x/net v0.0.0-20190620200207-3b0461eec859/go.mod h1:z5CRVTTTmAJ677TzLLGU+0bjPO0LkuOLi4/5GtJWs/s=
golang.org/x/net v0.0.0-20210226172049-e18ecbb05110/go.mod h1:m0MpNAwzfU5UDzcl9v0D8zg8gWTRqZa9RBIspLL5mdg=
golang.org/x/net v0.0.0-20220722155237-a158d28d115b/go.mod h1:XRhObCWvk6IyKnWLug+ECip1KBveYUHfp+8e9klMJ9c=
golang.org/x/net v0.6.0/go.mod h1:2Tu9+aMcznHK/AK1HMvgo6xiTLG5rD5rZLDS+rp2Bjs=
golang.org/x/sync v0.0.0-20190423024810-112230192c58/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
golang.org/x/sync v0.0.0-20220722155255-886fb9371eb4/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
golang.org/x/sync v0.1.0/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
golang.org/x/sys v0.0.0-20190215142949-d0b11bdaac8a/go.mod h1:STP8DvDyc/dI5b8T5hshtkjS+E42TnysNCUPdjciGhY=
golang.org/x/sys v0.0.0-20201119102817-f84b799fce68/go.mod h1:h1NjWce9XRLGQEsW7wpKNCjG9DtNlClVuFLEZdDNbEs=
golang.org/x/sys v0.0.0-20210615035016-665e8c7367d1/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.0.0-20220520151302-bc2c85ada10a/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.0.0-20220722155257-8c9f86f7a55f/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.5.0/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.38.0 h1:3yZWxaJjBmCWXqhN1qh02AkOnCQ1poK6oF+a7xWL6Gc=
golang.org/x/sys v0.38.0/go.mod h1:OgkHotnGiDImocRcuBABYBEXf8A9a87e/uXjp9XT3ks=
golang.org/x/term v0.0.0-20201126162022-7de9c90e9dd1/go.mod h1:bj7SfCRtBDWHUb9snDiAeCFNEtKQo2Wmx5Cou7ajbmo=
golang.org/x/term v0.0.0-20210927222741-03fcf44c2211/go.mod h1:jbD1KX2456YbFQfuXm/mYQcufACuNUgVhRMnK/tPxf8=
golang.org/x/term v0.5.0/go.mod h1:jMB1sMXY+tzblOD4FWmEbocvup2/aLOaQEp7JmGp78k=
golang.org/x/term v0.37.0 h1:8EGAD0qCmHYZg6J17DvsMy9/wJ7/D/4pV/wfnld5lTU=
golang.org/x/term v0.37.0/go.mod h1:5pB4lxRNYYVZuTLmy8oR2BH8dflOR+IbTYFD8fi3254=
golang.org/x/text v0.3.0/go.mod h1:NqM8EUOU14njkJ3fqMW+pc6Ldnwhi/IjpwHt7yyuwOQ=
golang.org/x/text v0.3.3/go.mod h1:5Zoc/QRtKVWzQhOtBMvqHzDpF6irO9z98xDceosuGiQ=
golang.org/x/text v0.3.7/go.mod h1:u+2+/6zg+i71rQMx5EYifcz6MCKuco9NR6JIITiCfzQ=
golang.org/x/text v0.7.0/go.mod h1:mrYo+phRRbMaCq/xk9113O4dZlRixOauAjOtrjsXDZ8=
golang.org/x/text v0.14.0/go.mod h1:18ZOQIKpY8NJVqYksKHtTdi31H5itFRjB5/qKTNYzSU=
golang.org/x/text v0.31.0 h1:aC8ghyu4JhP8VojJ2lEHBnochRno1sgL6nEi9WGFGMM=
golang.org/x/text v0.31.0/go.mod h1:tKRAlv61yKIjGGHX/4tP1LTbc13YSec1pxVEWXzfoeM=
golang.org/x/tools v0.0.0-20180917221912-90fa682c2a6e/go.mod h1:n7NCudcB/nEzxVGmLbDWY5pfWTLqBcC2KZ6jyYvM4mQ=
golang.org/x/tools v0.0.0-20191119224855-298f0cb1881e/go.mod h1:b+2E5dAYhXwXZwtnZ6UAqBI28+e2cm9otk0dWdXHAEo=
golang.org/x/tools v0.1.12/go.mod h1:hNGJHUnrk76NpqgfD5Aqm5Crs+Hm0VOH/i9J2+nxYbc=
golang.org/x/tools v0.6.0/go.mod h1:Xwgl3UAJ/d3gWutnCtw505GrjyAbvKui8lOU390QaIU=
golang.org/x/xerrors v0.0.0-20190717185122-a985d3407aa7/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=

447
init.c
View File

@@ -1,447 +0,0 @@
/*
* global variable initializaton
*
* @(#)init.c 4.31 (Berkeley) 02/05/99
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <stdlib.h>
#include <curses.h>
#include <ctype.h>
#include <string.h>
#include "rogue.h"
/*
* init_player:
* Roll her up
*/
void
init_player()
{
register THING *obj;
pstats = max_stats;
food_left = HUNGERTIME;
/*
* Give him some food
*/
obj = new_item();
obj->o_type = FOOD;
obj->o_count = 1;
add_pack(obj, TRUE);
/*
* And his suit of armor
*/
obj = new_item();
obj->o_type = ARMOR;
obj->o_which = RING_MAIL;
obj->o_arm = a_class[RING_MAIL] - 1;
obj->o_flags |= ISKNOW;
obj->o_count = 1;
cur_armor = obj;
add_pack(obj, TRUE);
/*
* Give him his weaponry. First a mace.
*/
obj = new_item();
init_weapon(obj, MACE);
obj->o_hplus = 1;
obj->o_dplus = 1;
obj->o_flags |= ISKNOW;
add_pack(obj, TRUE);
cur_weapon = obj;
/*
* Now a +1 bow
*/
obj = new_item();
init_weapon(obj, BOW);
obj->o_hplus = 1;
obj->o_flags |= ISKNOW;
add_pack(obj, TRUE);
/*
* Now some arrows
*/
obj = new_item();
init_weapon(obj, ARROW);
obj->o_count = rnd(15) + 25;
obj->o_flags |= ISKNOW;
add_pack(obj, TRUE);
}
/*
* Contains defintions and functions for dealing with things like
* potions and scrolls
*/
char *rainbow[] = {
"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",
};
#define NCOLORS (sizeof rainbow / sizeof (char *))
int cNCOLORS = NCOLORS;
static char *sylls[] = {
"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",
};
STONE stones[] = {
{ "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},
};
#define NSTONES (sizeof stones / sizeof (STONE))
int cNSTONES = NSTONES;
char *wood[] = {
"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",
};
#define NWOOD (sizeof wood / sizeof (char *))
int cNWOOD = NWOOD;
char *metal[] = {
"aluminum",
"beryllium",
"bone",
"brass",
"bronze",
"copper",
"electrum",
"gold",
"iron",
"lead",
"magnesium",
"mercury",
"nickel",
"pewter",
"platinum",
"steel",
"silver",
"silicon",
"tin",
"titanium",
"tungsten",
"zinc",
};
#define NMETAL (sizeof metal / sizeof (char *))
int cNMETAL = NMETAL;
#define MAX3(a,b,c) (a > b ? (a > c ? a : c) : (b > c ? b : c))
static bool used[MAX3(NCOLORS, NSTONES, NWOOD)];
/*
* init_colors:
* Initialize the potion color scheme for this time
*/
void
init_colors()
{
register int i, j;
for (i = 0; i < NCOLORS; i++)
used[i] = FALSE;
for (i = 0; i < MAXPOTIONS; i++)
{
do
j = rnd(NCOLORS);
until (!used[j]);
used[j] = TRUE;
p_colors[i] = rainbow[j];
}
}
/*
* init_names:
* Generate the names of the various scrolls
*/
#define MAXNAME 40 /* Max number of characters in a name */
void
init_names()
{
register int nsyl;
register char *cp, *sp;
register int i, nwords;
for (i = 0; i < MAXSCROLLS; i++)
{
cp = prbuf;
nwords = rnd(3) + 2;
while (nwords--)
{
nsyl = rnd(3) + 1;
while (nsyl--)
{
sp = sylls[rnd((sizeof sylls) / (sizeof (char *)))];
if (&cp[strlen(sp)] > &prbuf[MAXNAME])
break;
while (*sp)
*cp++ = *sp++;
}
*cp++ = ' ';
}
*--cp = '\0';
s_names[i] = (char *) malloc((unsigned) strlen(prbuf)+1);
strcpy(s_names[i], prbuf);
}
}
/*
* init_stones:
* Initialize the ring stone setting scheme for this time
*/
void
init_stones()
{
register int i, j;
for (i = 0; i < NSTONES; i++)
used[i] = FALSE;
for (i = 0; i < MAXRINGS; i++)
{
do
j = rnd(NSTONES);
until (!used[j]);
used[j] = TRUE;
r_stones[i] = stones[j].st_name;
ring_info[i].oi_worth += stones[j].st_value;
}
}
/*
* init_materials:
* Initialize the construction materials for wands and staffs
*/
void
init_materials()
{
register int i, j;
register char *str;
static bool metused[NMETAL];
for (i = 0; i < NWOOD; i++)
used[i] = FALSE;
for (i = 0; i < NMETAL; i++)
metused[i] = FALSE;
for (i = 0; i < MAXSTICKS; i++)
{
for (;;)
if (rnd(2) == 0)
{
j = rnd(NMETAL);
if (!metused[j])
{
ws_type[i] = "wand";
str = metal[j];
metused[j] = TRUE;
break;
}
}
else
{
j = rnd(NWOOD);
if (!used[j])
{
ws_type[i] = "staff";
str = wood[j];
used[j] = TRUE;
break;
}
}
ws_made[i] = str;
}
}
#ifdef MASTER
# define NT NUMTHINGS, "things"
# define MP MAXPOTIONS, "potions"
# define MS MAXSCROLLS, "scrolls"
# define MR MAXRINGS, "rings"
# define MWS MAXSTICKS, "sticks"
# define MW MAXWEAPONS, "weapons"
# define MA MAXARMORS, "armor"
#else
# define NT NUMTHINGS
# define MP MAXPOTIONS
# define MS MAXSCROLLS
# define MR MAXRINGS
# define MWS MAXSTICKS
# define MW MAXWEAPONS
# define MA MAXARMORS
#endif
/*
* sumprobs:
* Sum up the probabilities for items appearing
*/
void
sumprobs(struct obj_info *info, int bound
#ifdef MASTER
, char *name
#endif
)
{
#ifdef MASTER
struct obj_info *start = info;
#endif
struct obj_info *endp;
endp = info + bound;
while (++info < endp)
info->oi_prob += (info - 1)->oi_prob;
#ifdef MASTER
badcheck(name, start, bound);
#endif
}
/*
* init_probs:
* Initialize the probabilities for the various items
*/
void
init_probs()
{
sumprobs(things, NT);
sumprobs(pot_info, MP);
sumprobs(scr_info, MS);
sumprobs(ring_info, MR);
sumprobs(ws_info, MWS);
sumprobs(weap_info, MW);
sumprobs(arm_info, MA);
}
#ifdef MASTER
/*
* badcheck:
* Check to see if a series of probabilities sums to 100
*/
void
badcheck(char *name, struct obj_info *info, int bound)
{
register struct obj_info *end;
if (info[bound - 1].oi_prob == 100)
return;
printf("\nBad percentages for %s (bound = %d):\n", name, bound);
for (end = &info[bound]; info < end; info++)
printf("%3d%% %s\n", info->oi_prob, info->oi_name);
printf("[hit RETURN to continue]");
fflush(stdout);
while (getchar() != '\n')
continue;
}
#endif
/*
* pick_color:
* If he is halucinating, pick a random color name and return it,
* otherwise return the given color.
*/
char *
pick_color(char *col)
{
return (on(player, ISHALU) ? rainbow[rnd(NCOLORS)] : col);
}

View File

@@ -1,323 +0,0 @@
#!/bin/sh
# install - install a program, script, or datafile
scriptversion=2005-05-14.22
# This originates from X11R5 (mit/util/scripts/install.sh), which was
# later released in X11R6 (xc/config/util/install.sh) with the
# following copyright and license.
#
# Copyright (C) 1994 X Consortium
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to
# deal in the Software without restriction, including without limitation the
# rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
# sell copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# X CONSORTIUM BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
# AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNEC-
# TION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
#
# Except as contained in this notice, the name of the X Consortium shall not
# be used in advertising or otherwise to promote the sale, use or other deal-
# ings in this Software without prior written authorization from the X Consor-
# tium.
#
#
# FSF changes to this file are in the public domain.
#
# Calling this script install-sh is preferred over install.sh, to prevent
# `make' implicit rules from creating a file called install from it
# when there is no Makefile.
#
# This script is compatible with the BSD install script, but was written
# from scratch. It can only install one file at a time, a restriction
# shared with many OS's install programs.
# set DOITPROG to echo to test this script
# Don't use :- since 4.3BSD and earlier shells don't like it.
doit="${DOITPROG-}"
# put in absolute paths if you don't have them in your path; or use env. vars.
mvprog="${MVPROG-mv}"
cpprog="${CPPROG-cp}"
chmodprog="${CHMODPROG-chmod}"
chownprog="${CHOWNPROG-chown}"
chgrpprog="${CHGRPPROG-chgrp}"
stripprog="${STRIPPROG-strip}"
rmprog="${RMPROG-rm}"
mkdirprog="${MKDIRPROG-mkdir}"
chmodcmd="$chmodprog 0755"
chowncmd=
chgrpcmd=
stripcmd=
rmcmd="$rmprog -f"
mvcmd="$mvprog"
src=
dst=
dir_arg=
dstarg=
no_target_directory=
usage="Usage: $0 [OPTION]... [-T] SRCFILE DSTFILE
or: $0 [OPTION]... SRCFILES... DIRECTORY
or: $0 [OPTION]... -t DIRECTORY SRCFILES...
or: $0 [OPTION]... -d DIRECTORIES...
In the 1st form, copy SRCFILE to DSTFILE.
In the 2nd and 3rd, copy all SRCFILES to DIRECTORY.
In the 4th, create DIRECTORIES.
Options:
-c (ignored)
-d create directories instead of installing files.
-g GROUP $chgrpprog installed files to GROUP.
-m MODE $chmodprog installed files to MODE.
-o USER $chownprog installed files to USER.
-s $stripprog installed files.
-t DIRECTORY install into DIRECTORY.
-T report an error if DSTFILE is a directory.
--help display this help and exit.
--version display version info and exit.
Environment variables override the default commands:
CHGRPPROG CHMODPROG CHOWNPROG CPPROG MKDIRPROG MVPROG RMPROG STRIPPROG
"
while test -n "$1"; do
case $1 in
-c) shift
continue;;
-d) dir_arg=true
shift
continue;;
-g) chgrpcmd="$chgrpprog $2"
shift
shift
continue;;
--help) echo "$usage"; exit $?;;
-m) chmodcmd="$chmodprog $2"
shift
shift
continue;;
-o) chowncmd="$chownprog $2"
shift
shift
continue;;
-s) stripcmd=$stripprog
shift
continue;;
-t) dstarg=$2
shift
shift
continue;;
-T) no_target_directory=true
shift
continue;;
--version) echo "$0 $scriptversion"; exit $?;;
*) # When -d is used, all remaining arguments are directories to create.
# When -t is used, the destination is already specified.
test -n "$dir_arg$dstarg" && break
# Otherwise, the last argument is the destination. Remove it from $@.
for arg
do
if test -n "$dstarg"; then
# $@ is not empty: it contains at least $arg.
set fnord "$@" "$dstarg"
shift # fnord
fi
shift # arg
dstarg=$arg
done
break;;
esac
done
if test -z "$1"; then
if test -z "$dir_arg"; then
echo "$0: no input file specified." >&2
exit 1
fi
# It's OK to call `install-sh -d' without argument.
# This can happen when creating conditional directories.
exit 0
fi
for src
do
# Protect names starting with `-'.
case $src in
-*) src=./$src ;;
esac
if test -n "$dir_arg"; then
dst=$src
src=
if test -d "$dst"; then
mkdircmd=:
chmodcmd=
else
mkdircmd=$mkdirprog
fi
else
# Waiting for this to be detected by the "$cpprog $src $dsttmp" command
# might cause directories to be created, which would be especially bad
# if $src (and thus $dsttmp) contains '*'.
if test ! -f "$src" && test ! -d "$src"; then
echo "$0: $src does not exist." >&2
exit 1
fi
if test -z "$dstarg"; then
echo "$0: no destination specified." >&2
exit 1
fi
dst=$dstarg
# Protect names starting with `-'.
case $dst in
-*) dst=./$dst ;;
esac
# If destination is a directory, append the input filename; won't work
# if double slashes aren't ignored.
if test -d "$dst"; then
if test -n "$no_target_directory"; then
echo "$0: $dstarg: Is a directory" >&2
exit 1
fi
dst=$dst/`basename "$src"`
fi
fi
# This sed command emulates the dirname command.
dstdir=`echo "$dst" | sed -e 's,/*$,,;s,[^/]*$,,;s,/*$,,;s,^$,.,'`
# Make sure that the destination directory exists.
# Skip lots of stat calls in the usual case.
if test ! -d "$dstdir"; then
defaultIFS='
'
IFS="${IFS-$defaultIFS}"
oIFS=$IFS
# Some sh's can't handle IFS=/ for some reason.
IFS='%'
set x `echo "$dstdir" | sed -e 's@/@%@g' -e 's@^%@/@'`
shift
IFS=$oIFS
pathcomp=
while test $# -ne 0 ; do
pathcomp=$pathcomp$1
shift
if test ! -d "$pathcomp"; then
$mkdirprog "$pathcomp"
# mkdir can fail with a `File exist' error in case several
# install-sh are creating the directory concurrently. This
# is OK.
test -d "$pathcomp" || exit
fi
pathcomp=$pathcomp/
done
fi
if test -n "$dir_arg"; then
$doit $mkdircmd "$dst" \
&& { test -z "$chowncmd" || $doit $chowncmd "$dst"; } \
&& { test -z "$chgrpcmd" || $doit $chgrpcmd "$dst"; } \
&& { test -z "$stripcmd" || $doit $stripcmd "$dst"; } \
&& { test -z "$chmodcmd" || $doit $chmodcmd "$dst"; }
else
dstfile=`basename "$dst"`
# Make a couple of temp file names in the proper directory.
dsttmp=$dstdir/_inst.$$_
rmtmp=$dstdir/_rm.$$_
# Trap to clean up those temp files at exit.
trap 'ret=$?; rm -f "$dsttmp" "$rmtmp" && exit $ret' 0
trap '(exit $?); exit' 1 2 13 15
# Copy the file name to the temp name.
$doit $cpprog "$src" "$dsttmp" &&
# and set any options; do chmod last to preserve setuid bits.
#
# If any of these fail, we abort the whole thing. If we want to
# ignore errors from any of these, just make sure not to ignore
# errors from the above "$doit $cpprog $src $dsttmp" command.
#
{ test -z "$chowncmd" || $doit $chowncmd "$dsttmp"; } \
&& { test -z "$chgrpcmd" || $doit $chgrpcmd "$dsttmp"; } \
&& { test -z "$stripcmd" || $doit $stripcmd "$dsttmp"; } \
&& { test -z "$chmodcmd" || $doit $chmodcmd "$dsttmp"; } &&
# Now rename the file to the real destination.
{ $doit $mvcmd -f "$dsttmp" "$dstdir/$dstfile" 2>/dev/null \
|| {
# The rename failed, perhaps because mv can't rename something else
# to itself, or perhaps because mv is so ancient that it does not
# support -f.
# Now remove or move aside any old file at destination location.
# We try this two ways since rm can't unlink itself on some
# systems and the destination file might be busy for other
# reasons. In this case, the final cleanup might fail but the new
# file should still install successfully.
{
if test -f "$dstdir/$dstfile"; then
$doit $rmcmd -f "$dstdir/$dstfile" 2>/dev/null \
|| $doit $mvcmd -f "$dstdir/$dstfile" "$rmtmp" 2>/dev/null \
|| {
echo "$0: cannot unlink or rename $dstdir/$dstfile" >&2
(exit 1); exit 1
}
else
:
fi
} &&
# Now rename the file to the real destination.
$doit $mvcmd "$dsttmp" "$dstdir/$dstfile"
}
}
fi || { (exit 1); exit 1; }
done
# The final little trick to "correctly" pass the exit status to the exit trap.
{
(exit 0); exit 0
}
# Local variables:
# eval: (add-hook 'write-file-hooks 'time-stamp)
# time-stamp-start: "scriptversion="
# time-stamp-format: "%:y-%02m-%02d.%02H"
# time-stamp-end: "$"
# End:

277
io.c
View File

@@ -1,277 +0,0 @@
/*
* Various input/output functions
*
* @(#)io.c 4.32 (Berkeley) 02/05/99
*/
#include <stdarg.h>
#include <curses.h>
#include <ctype.h>
#include <string.h>
#include "rogue.h"
/*
* msg:
* Display a message at the top of the screen.
*/
#define MAXMSG (NUMCOLS - sizeof "--More--")
static char msgbuf[2*MAXMSG+1];
static int newpos = 0;
/* VARARGS1 */
int
msg(char *fmt, ...)
{
va_list args;
/*
* if the string is "", just clear the line
*/
if (*fmt == '\0')
{
move(0, 0);
clrtoeol();
mpos = 0;
return ~ESCAPE;
}
/*
* otherwise add to the message and flush it out
*/
va_start(args, fmt);
doadd(fmt, args);
va_end(args);
return endmsg();
}
/*
* addmsg:
* Add things to the current message
*/
/* VARARGS1 */
void
addmsg(char *fmt, ...)
{
va_list args;
va_start(args, fmt);
doadd(fmt, args);
va_end(args);
}
/*
* endmsg:
* Display a new msg (giving him a chance to see the previous one
* if it is up there with the --More--)
*/
int
endmsg()
{
char ch;
if (save_msg)
strcpy(huh, msgbuf);
if (mpos)
{
look(FALSE);
mvaddstr(0, mpos, "--More--");
refresh();
if (!msg_esc)
wait_for(' ');
else
{
while ((ch = readchar()) != ' ')
if (ch == ESCAPE)
{
msgbuf[0] = '\0';
mpos = 0;
newpos = 0;
msgbuf[0] = '\0';
return ESCAPE;
}
}
}
/*
* All messages should start with uppercase, except ones that
* start with a pack addressing character
*/
if (islower(msgbuf[0]) && !lower_msg && msgbuf[1] != ')')
msgbuf[0] = (char) toupper(msgbuf[0]);
mvaddstr(0, 0, msgbuf);
clrtoeol();
mpos = newpos;
newpos = 0;
msgbuf[0] = '\0';
refresh();
return ~ESCAPE;
}
/*
* doadd:
* Perform an add onto the message buffer
*/
void
doadd(char *fmt, va_list args)
{
static char buf[MAXSTR];
/*
* Do the printf into buf
*/
vsprintf(buf, fmt, args);
if (strlen(buf) + newpos >= MAXMSG)
endmsg();
strcat(msgbuf, buf);
newpos = (int) strlen(msgbuf);
}
/*
* step_ok:
* Returns true if it is ok to step on ch
*/
int
step_ok(int ch)
{
switch (ch)
{
case ' ':
case '|':
case '-':
return FALSE;
default:
return (!isalpha(ch));
}
}
/*
* readchar:
* Reads and returns a character, checking for gross input errors
*/
char
readchar()
{
char ch;
ch = (char) md_readchar();
if (ch == 3)
{
quit(0);
return(27);
}
return(ch);
}
/*
* status:
* Display the important stats line. Keep the cursor where it was.
*/
void
status()
{
register int oy, ox, temp;
static int hpwidth = 0;
static int s_hungry = 0;
static int s_lvl = 0;
static int s_pur = -1;
static int s_hp = 0;
static int s_arm = 0;
static str_t s_str = 0;
static int s_exp = 0;
static char *state_name[] =
{
"", "Hungry", "Weak", "Faint"
};
/*
* If nothing has changed since the last status, don't
* bother.
*/
temp = (cur_armor != NULL ? cur_armor->o_arm : pstats.s_arm);
if (s_hp == pstats.s_hpt && s_exp == pstats.s_exp && s_pur == purse
&& s_arm == temp && s_str == pstats.s_str && s_lvl == level
&& s_hungry == hungry_state
&& !stat_msg
)
return;
s_arm = temp;
getyx(stdscr, oy, ox);
if (s_hp != max_hp)
{
temp = max_hp;
s_hp = max_hp;
for (hpwidth = 0; temp; hpwidth++)
temp /= 10;
}
/*
* Save current status
*/
s_lvl = level;
s_pur = purse;
s_hp = pstats.s_hpt;
s_str = pstats.s_str;
s_exp = pstats.s_exp;
s_hungry = hungry_state;
if (stat_msg)
{
move(0, 0);
msg("Level: %d Gold: %-5d Hp: %*d(%*d) Str: %2d(%d) Arm: %-2d Exp: %d/%ld %s",
level, purse, hpwidth, pstats.s_hpt, hpwidth, max_hp, pstats.s_str,
max_stats.s_str, 10 - s_arm, pstats.s_lvl, pstats.s_exp,
state_name[hungry_state]);
}
else
{
move(STATLINE, 0);
printw("Level: %d Gold: %-5d Hp: %*d(%*d) Str: %2d(%d) Arm: %-2d Exp: %d/%d %s",
level, purse, hpwidth, pstats.s_hpt, hpwidth, max_hp, pstats.s_str,
max_stats.s_str, 10 - s_arm, pstats.s_lvl, pstats.s_exp,
state_name[hungry_state]);
}
clrtoeol();
move(oy, ox);
}
/*
* wait_for
* Sit around until the guy types the right key
*/
void
wait_for(int ch)
{
register char c;
if (ch == '\n')
while ((c = readchar()) != '\n' && c != '\r')
continue;
else
while (readchar() != ch)
continue;
}
/*
* show_win:
* Function used to display a window and wait before returning
*/
void
show_win(char *message)
{
WINDOW *win;
win = hw;
wmove(win, 0, 0);
waddstr(win, message);
touchwin(win);
wmove(win, hero.y, hero.x);
wrefresh(win);
wait_for(' ');
clearok(curscr, TRUE);
touchwin(stdscr);
}

113
list.c
View File

@@ -1,113 +0,0 @@
/*
* Functions for dealing with linked lists of goodies
*
* @(#)list.c 4.12 (Berkeley) 02/05/99
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <stdlib.h>
#include <curses.h>
#include "rogue.h"
#ifdef MASTER
int total = 0; /* total dynamic memory bytes */
#endif
/*
* detach:
* takes an item out of whatever linked list it might be in
*/
void
_detach(THING **list, THING *item)
{
if (*list == item)
*list = next(item);
if (prev(item) != NULL)
item->l_prev->l_next = next(item);
if (next(item) != NULL)
item->l_next->l_prev = prev(item);
item->l_next = NULL;
item->l_prev = NULL;
}
/*
* _attach:
* add an item to the head of a list
*/
void
_attach(THING **list, THING *item)
{
if (*list != NULL)
{
item->l_next = *list;
(*list)->l_prev = item;
item->l_prev = NULL;
}
else
{
item->l_next = NULL;
item->l_prev = NULL;
}
*list = item;
}
/*
* _free_list:
* Throw the whole blamed thing away
*/
void
_free_list(THING **ptr)
{
THING *item;
while (*ptr != NULL)
{
item = *ptr;
*ptr = next(item);
discard(item);
}
}
/*
* discard:
* Free up an item
*/
void
discard(THING *item)
{
#ifdef MASTER
total--;
#endif
free((char *) item);
}
/*
* new_item
* Get a new item with a specified size
*/
THING *
new_item()
{
THING *item;
#ifdef MASTER
if ((item = calloc(1, sizeof *item)) == NULL)
msg("ran out of memory after %d items", total);
else
total++;
#else
item = calloc(1, sizeof *item);
#endif
item->l_next = NULL;
item->l_prev = NULL;
return item;
}

View File

@@ -1,457 +0,0 @@
/*
* Various installation dependent routines
*
* @(#)mach_dep.c 4.37 (Berkeley) 05/23/83
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
/*
* The various tuneable defines are:
*
* SCOREFILE Where/if the score file should live.
* ALLSCORES Score file is top ten scores, not top ten
* players. This is only useful when only a few
* people will be playing; otherwise the score file
* gets hogged by just a few people.
* NUMSCORES Number of scores in the score file (default 10).
* NUMNAME String version of NUMSCORES (first character
* should be capitalized) (default "Ten").
* MAXLOAD What (if any) the maximum load average should be
* when people are playing. Since it is divided
* by 10, to specify a load limit of 4.0, MAXLOAD
* should be "40". If defined, then
* LOADAV Should it use it's own routine to get
* the load average?
* NAMELIST If so, where does the system namelist
* hide?
* MAXUSERS What (if any) the maximum user count should be
* when people are playing. If defined, then
* UCOUNT Should it use it's own routine to count
* users?
* UTMP If so, where does the user list hide?
* CHECKTIME How often/if it should check during the game
* for high load average.
*/
#include <signal.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <limits.h>
#include <string.h>
#include <fcntl.h>
#include <errno.h>
#include <time.h>
#include <curses.h>
#include "extern.h"
#define NOOP(x) (x += 0)
# ifndef NUMSCORES
# define NUMSCORES 10
# define NUMNAME "Ten"
# endif
unsigned int numscores = NUMSCORES;
char *Numname = NUMNAME;
# ifdef ALLSCORES
bool allscore = TRUE;
# else /* ALLSCORES */
bool allscore = FALSE;
# endif /* ALLSCORES */
#ifdef CHECKTIME
static int num_checks; /* times we've gone over in checkout() */
#endif /* CHECKTIME */
/*
* init_check:
* Check out too see if it is proper to play the game now
*/
void
init_check()
{
#if defined(MAXLOAD) || defined(MAXUSERS)
if (too_much())
{
printf("Sorry, %s, but the system is too loaded now.\n", whoami);
printf("Try again later. Meanwhile, why not enjoy a%s %s?\n",
vowelstr(fruit), fruit);
if (author())
printf("However, since you're a good guy, it's up to you\n");
else
exit(1);
}
#endif
}
/*
* open_score:
* Open up the score file for future use
*/
void
open_score()
{
#ifdef SCOREFILE
char *scorefile = SCOREFILE;
/*
* We drop setgid privileges after opening the score file, so subsequent
* open()'s will fail. Just reuse the earlier filehandle.
*/
if (scoreboard != NULL) {
rewind(scoreboard);
return;
}
scoreboard = fopen(scorefile, "r+");
if ((scoreboard == NULL) && (errno == ENOENT))
{
scoreboard = fopen(scorefile, "w+");
md_chmod(scorefile,0664);
}
if (scoreboard == NULL) {
fprintf(stderr, "Could not open %s for writing: %s\n", scorefile, strerror(errno));
fflush(stderr);
}
#else
scoreboard = NULL;
#endif
}
/*
* setup:
* Get starting setup for all games
*/
void
setup()
{
#ifdef CHECKTIME
int checkout();
#endif
#ifdef DUMP
md_onsignal_autosave();
#else
md_onsignal_default();
#endif
#ifdef CHECKTIME
md_start_checkout_timer(CHECKTIME*60);
num_checks = 0;
#endif
raw(); /* Raw mode */
noecho(); /* Echo off */
keypad(stdscr,1);
getltchars(); /* get the local tty chars */
}
/*
* getltchars:
* Get the local tty chars for later use
*/
void
getltchars()
{
got_ltc = TRUE;
orig_dsusp = md_dsuspchar();
md_setdsuspchar( md_suspchar() );
}
/*
* resetltchars:
* Reset the local tty chars to original values.
*/
void
resetltchars(void)
{
if (got_ltc) {
md_setdsuspchar(orig_dsusp);
}
}
/*
* playltchars:
* Set local tty chars to the values we use when playing.
*/
void
playltchars(void)
{
if (got_ltc) {
md_setdsuspchar( md_suspchar() );
}
}
/*
* start_score:
* Start the scoring sequence
*/
void
start_score()
{
#ifdef CHECKTIME
md_stop_checkout_timer();
#endif
}
/*
* is_symlink:
* See if the file has a symbolic link
*/
bool
is_symlink(char *sp)
{
#ifdef S_IFLNK
struct stat sbuf2;
if (lstat(sp, &sbuf2) < 0)
return FALSE;
else
return ((sbuf2.st_mode & S_IFMT) != S_IFREG);
#else
NOOP(sp);
return FALSE;
#endif
}
#if defined(MAXLOAD) || defined(MAXUSERS)
/*
* too_much:
* See if the system is being used too much for this game
*/
bool
too_much()
{
#ifdef MAXLOAD
double avec[3];
#else
int cnt;
#endif
#ifdef MAXLOAD
md_loadav(avec);
if (avec[1] > (MAXLOAD / 10.0))
return TRUE;
#endif
#ifdef MAXUSERS
if (ucount() > MAXUSERS)
return TRUE;
#endif
return FALSE;
}
/*
* author:
* See if a user is an author of the program
*/
bool
author()
{
#ifdef MASTER
if (wizard)
return TRUE;
#endif
switch (md_getuid())
{
case -1:
return TRUE;
default:
return FALSE;
}
}
#endif
#ifdef CHECKTIME
/*
* checkout:
* Check each CHECKTIME seconds to see if the load is too high
*/
checkout(int sig)
{
static char *msgs[] = {
"The load is too high to be playing. Please leave in %0.1f minutes",
"Please save your game. You have %0.1f minutes",
"Last warning. You have %0.1f minutes to leave",
};
int checktime;
if (too_much())
{
if (author())
{
num_checks = 1;
chmsg("The load is rather high, O exaulted one");
}
else if (num_checks++ == 3)
fatal("Sorry. You took too long. You are dead\n");
checktime = (CHECKTIME * 60) / num_checks;
chmsg(msgs[num_checks - 1], ((double) checktime / 60.0));
}
else
{
if (num_checks)
{
num_checks = 0;
chmsg("The load has dropped back down. You have a reprieve");
}
checktime = (CHECKTIME * 60);
}
md_start_checkout_timer(checktime);
}
/*
* chmsg:
* checkout()'s version of msg. If we are in the middle of a
* shell, do a printf instead of a msg to a the refresh.
*/
/* VARARGS1 */
chmsg(char *fmt, int arg)
{
if (!in_shell)
msg(fmt, arg);
else
{
printf(fmt, arg);
putchar('\n');
fflush(stdout);
}
}
#endif
#ifdef UCOUNT
/*
* ucount:
* count number of users on the system
*/
#include <utmp.h>
struct utmp buf;
int
ucount()
{
struct utmp *up;
FILE *utmp;
int count;
if ((utmp = fopen(UTMP, "r")) == NULL)
return 0;
up = &buf;
count = 0;
while (fread(up, 1, sizeof (*up), utmp) > 0)
if (buf.ut_name[0] != '\0')
count++;
fclose(utmp);
return count;
}
#endif
/*
* lock_sc:
* lock the score file. If it takes too long, ask the user if
* they care to wait. Return TRUE if the lock is successful.
*/
static FILE *lfd = NULL;
bool
lock_sc()
{
#if defined(SCOREFILE) && defined(LOCKFILE)
int cnt;
static struct stat sbuf;
char *lockfile = LOCKFILE;
over:
if ((lfd=fopen(lockfile, "w+")) != NULL)
return TRUE;
for (cnt = 0; cnt < 5; cnt++)
{
md_sleep(1);
if ((lfd=fopen(lockfile, "w+")) != NULL)
return TRUE;
}
if (stat(lockfile, &sbuf) < 0)
{
lfd=fopen(lockfile, "w+");
return TRUE;
}
if (time(NULL) - sbuf.st_mtime > 10)
{
if (md_unlink(lockfile) < 0)
return FALSE;
goto over;
}
else
{
printf("The score file is very busy. Do you want to wait longer\n");
printf("for it to become free so your score can get posted?\n");
printf("If so, type \"y\"\n");
(void) fgets(prbuf, MAXSTR, stdin);
if (prbuf[0] == 'y')
for (;;)
{
if ((lfd=fopen(lockfile, "w+")) != 0)
return TRUE;
if (stat(lockfile, &sbuf) < 0)
{
lfd=fopen(lockfile, "w+");
return TRUE;
}
if (time(NULL) - sbuf.st_mtime > 10)
{
if (md_unlink(lockfile) < 0)
return FALSE;
}
md_sleep(1);
}
else
return FALSE;
}
#else
return TRUE;
#endif
}
/*
* unlock_sc:
* Unlock the score file
*/
void
unlock_sc()
{
#if defined(SCOREFILE) && defined(LOCKFILE)
if (lfd != NULL)
fclose(lfd);
lfd = NULL;
md_unlink(LOCKFILE);
#endif
}
/*
* flush_type:
* Flush typeahead for traps, etc.
*/
void
flush_type()
{
flushinp();
}

395
main.c
View File

@@ -1,395 +0,0 @@
/*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*
* @(#)main.c 4.22 (Berkeley) 02/05/99
*/
#include <stdlib.h>
#include <string.h>
#include <signal.h>
#include <time.h>
#include <curses.h>
#include "rogue.h"
/*
* main:
* The main program, of course
*/
int
main(int argc, char **argv, char **envp)
{
char *env;
int lowtime;
md_init();
#ifdef MASTER
/*
* Check to see if he is a wizard
*/
if (argc >= 2 && argv[1][0] == '\0')
if (strcmp(PASSWD, md_crypt(md_getpass("wizard's password: "), "mT")) == 0)
{
wizard = TRUE;
player.t_flags |= SEEMONST;
argv++;
argc--;
}
#endif
/*
* get home and options from environment
*/
strncpy(home, md_gethomedir(), MAXSTR);
strcpy(file_name, home);
strcat(file_name, "rogue.save");
if ((env = getenv("ROGUEOPTS")) != NULL)
parse_opts(env);
if (env == NULL || whoami[0] == '\0')
strucpy(whoami, md_getusername(), (int) strlen(md_getusername()));
lowtime = (int) time(NULL);
#ifdef MASTER
if (wizard && getenv("SEED") != NULL)
dnum = atoi(getenv("SEED"));
else
#endif
dnum = lowtime + md_getpid();
seed = dnum;
open_score();
/*
* Drop setuid/setgid after opening the scoreboard file.
*/
md_normaluser();
/*
* check for print-score option
*/
md_normaluser(); /* we drop any setgid/setuid priveldges here */
if (argc == 2)
{
if (strcmp(argv[1], "-s") == 0)
{
noscore = TRUE;
score(0, -1, 0);
exit(0);
}
else if (strcmp(argv[1], "-d") == 0)
{
dnum = rnd(100); /* throw away some rnd()s to break patterns */
while (--dnum)
rnd(100);
purse = rnd(100) + 1;
level = rnd(100) + 1;
initscr();
getltchars();
death(death_monst());
exit(0);
}
}
init_check(); /* check for legal startup */
if (argc == 2)
if (!restore(argv[1], envp)) /* Note: restore will never return */
my_exit(1);
#ifdef MASTER
if (wizard)
printf("Hello %s, welcome to dungeon #%d", whoami, dnum);
else
#endif
printf("Hello %s, just a moment while I dig the dungeon...", whoami);
fflush(stdout);
initscr(); /* Start up cursor package */
init_probs(); /* Set up prob tables for objects */
init_player(); /* Set up initial player stats */
init_names(); /* Set up names of scrolls */
init_colors(); /* Set up colors of potions */
init_stones(); /* Set up stone settings of rings */
init_materials(); /* Set up materials of wands */
setup();
/*
* The screen must be at least NUMLINES x NUMCOLS
*/
if (LINES < NUMLINES || COLS < NUMCOLS)
{
printf("\nSorry, the screen must be at least %dx%d\n", NUMLINES, NUMCOLS);
endwin();
my_exit(1);
}
/*
* Set up windows
*/
hw = newwin(LINES, COLS, 0, 0);
idlok(stdscr, TRUE);
idlok(hw, TRUE);
#ifdef MASTER
noscore = wizard;
#endif
new_level(); /* Draw current level */
/*
* Start up daemons and fuses
*/
start_daemon(runners, 0, AFTER);
start_daemon(doctor, 0, AFTER);
fuse(swander, 0, WANDERTIME, AFTER);
start_daemon(stomach, 0, AFTER);
playit();
return(0);
}
/*
* endit:
* Exit the program abnormally.
*/
void
endit(int sig)
{
NOOP(sig);
fatal("Okay, bye bye!\n");
}
/*
* fatal:
* Exit the program, printing a message.
*/
void
fatal(char *s)
{
mvaddstr(LINES - 2, 0, s);
refresh();
endwin();
my_exit(0);
}
/*
* rnd:
* Pick a very random number.
*/
int
rnd(int range)
{
return range == 0 ? 0 : abs((int) RN) % range;
}
/*
* roll:
* Roll a number of dice
*/
int
roll(int number, int sides)
{
int dtotal = 0;
while (number--)
dtotal += rnd(sides)+1;
return dtotal;
}
/*
* tstp:
* Handle stop and start signals
*/
void
tstp(int ignored)
{
int y, x;
int oy, ox;
NOOP(ignored);
/*
* leave nicely
*/
getyx(curscr, oy, ox);
mvcur(0, COLS - 1, LINES - 1, 0);
endwin();
resetltchars();
fflush(stdout);
md_tstpsignal();
/*
* start back up again
*/
md_tstpresume();
raw();
noecho();
keypad(stdscr,1);
playltchars();
clearok(curscr, TRUE);
wrefresh(curscr);
getyx(curscr, y, x);
mvcur(y, x, oy, ox);
move(oy, ox); /* Use public API instead of internal structure access */
fflush(stdout);
}
/*
* playit:
* The main loop of the program. Loop until the game is over,
* refreshing things and looking at the proper times.
*/
void
playit()
{
char *opts;
/*
* set up defaults for slow terminals
*/
if (baudrate() <= 1200)
{
terse = TRUE;
jump = TRUE;
see_floor = FALSE;
}
if (md_hasclreol())
inv_type = INV_CLEAR;
/*
* parse environment declaration of options
*/
if ((opts = getenv("ROGUEOPTS")) != NULL)
parse_opts(opts);
oldpos = hero;
oldrp = roomin(&hero);
while (playing)
command(); /* Command execution */
endit(0);
}
/*
* quit:
* Have player make certain, then exit.
*/
void
quit(int sig)
{
int oy, ox;
NOOP(sig);
/*
* Reset the signal in case we got here via an interrupt
*/
if (!q_comm)
mpos = 0;
getyx(curscr, oy, ox);
msg("really quit?");
if (readchar() == 'y')
{
signal(SIGINT, leave);
clear();
mvprintw(LINES - 2, 0, "You quit with %d gold pieces", purse);
move(LINES - 1, 0);
refresh();
score(purse, 1, 0);
my_exit(0);
}
else
{
move(0, 0);
clrtoeol();
status();
move(oy, ox);
refresh();
mpos = 0;
count = 0;
to_death = FALSE;
}
}
/*
* leave:
* Leave quickly, but curteously
*/
void
leave(int sig)
{
static char buf[BUFSIZ];
NOOP(sig);
setbuf(stdout, buf); /* throw away pending output */
if (!isendwin())
{
mvcur(0, COLS - 1, LINES - 1, 0);
endwin();
}
putchar('\n');
my_exit(0);
}
/*
* shell:
* Let them escape for a while
*/
void
shell()
{
/*
* Set the terminal back to original mode
*/
move(LINES-1, 0);
refresh();
endwin();
resetltchars();
putchar('\n');
in_shell = TRUE;
after = FALSE;
fflush(stdout);
/*
* Fork and do a shell
*/
md_shellescape();
printf("\n[Press return to continue]");
fflush(stdout);
noecho();
raw();
keypad(stdscr,1);
playltchars();
in_shell = FALSE;
wait_for('\n');
clearok(stdscr, TRUE);
}
/*
* my_exit:
* Leave the process properly
*/
void
my_exit(int st)
{
resetltchars();
exit(st);
}

1432
mdport.c

File diff suppressed because it is too large Load Diff

597
misc.c
View File

@@ -1,597 +0,0 @@
/*
* All sorts of miscellaneous routines
*
* @(#)misc.c 4.66 (Berkeley) 08/06/83
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <stdlib.h>
#include <curses.h>
#include <string.h>
#include <ctype.h>
#include "rogue.h"
/*
* look:
* A quick glance all around the player
*/
#undef DEBUG
void
look(bool wakeup)
{
int x, y;
int ch;
THING *tp;
PLACE *pp;
struct room *rp;
int ey, ex;
int passcount;
char pfl, *fp, pch;
int sy, sx, sumhero = 0, diffhero = 0;
# ifdef DEBUG
static bool done = FALSE;
if (done)
return;
done = TRUE;
# endif /* DEBUG */
passcount = 0;
rp = proom;
if (!ce(oldpos, hero))
{
erase_lamp(&oldpos, oldrp);
oldpos = hero;
oldrp = rp;
}
ey = hero.y + 1;
ex = hero.x + 1;
sx = hero.x - 1;
sy = hero.y - 1;
if (door_stop && !firstmove && running)
{
sumhero = hero.y + hero.x;
diffhero = hero.y - hero.x;
}
pp = INDEX(hero.y, hero.x);
pch = pp->p_ch;
pfl = pp->p_flags;
for (y = sy; y <= ey; y++)
if (y > 0 && y < NUMLINES - 1) for (x = sx; x <= ex; x++)
{
if (x < 0 || x >= NUMCOLS)
continue;
if (!on(player, ISBLIND))
{
if (y == hero.y && x == hero.x)
continue;
}
pp = INDEX(y, x);
ch = pp->p_ch;
if (ch == ' ') /* nothing need be done with a ' ' */
continue;
fp = &pp->p_flags;
if (pch != DOOR && ch != DOOR)
if ((pfl & F_PASS) != (*fp & F_PASS))
continue;
if (((*fp & F_PASS) || ch == DOOR) &&
((pfl & F_PASS) || pch == DOOR))
{
if (hero.x != x && hero.y != y &&
!step_ok(chat(y, hero.x)) && !step_ok(chat(hero.y, x)))
continue;
}
if ((tp = pp->p_monst) == NULL)
ch = trip_ch(y, x, ch);
else
if (on(player, SEEMONST) && on(*tp, ISINVIS))
{
if (door_stop && !firstmove)
running = FALSE;
continue;
}
else
{
if (wakeup)
wake_monster(y, x);
if (see_monst(tp))
{
if (on(player, ISHALU))
ch = rnd(26) + 'A';
else
ch = tp->t_disguise;
}
}
if (on(player, ISBLIND) && (y != hero.y || x != hero.x))
continue;
move(y, x);
if ((proom->r_flags & ISDARK) && !see_floor && ch == FLOOR)
ch = ' ';
if (tp != NULL || ch != CCHAR( inch() ))
addch(ch);
if (door_stop && !firstmove && running)
{
switch (runch)
{
case 'h':
if (x == ex)
continue;
when 'j':
if (y == sy)
continue;
when 'k':
if (y == ey)
continue;
when 'l':
if (x == sx)
continue;
when 'y':
if ((y + x) - sumhero >= 1)
continue;
when 'u':
if ((y - x) - diffhero >= 1)
continue;
when 'n':
if ((y + x) - sumhero <= -1)
continue;
when 'b':
if ((y - x) - diffhero <= -1)
continue;
}
switch (ch)
{
case DOOR:
if (x == hero.x || y == hero.y)
running = FALSE;
break;
case PASSAGE:
if (x == hero.x || y == hero.y)
passcount++;
break;
case FLOOR:
case '|':
case '-':
case ' ':
break;
default:
running = FALSE;
break;
}
}
}
if (door_stop && !firstmove && passcount > 1)
running = FALSE;
if (!running || !jump)
mvaddch(hero.y, hero.x, PLAYER);
# ifdef DEBUG
done = FALSE;
# endif /* DEBUG */
}
/*
* trip_ch:
* Return the character appropriate for this space, taking into
* account whether or not the player is tripping.
*/
int
trip_ch(int y, int x, int ch)
{
if (on(player, ISHALU) && after)
switch (ch)
{
case FLOOR:
case ' ':
case PASSAGE:
case '-':
case '|':
case DOOR:
case TRAP:
break;
default:
if (y != stairs.y || x != stairs.x || !seenstairs)
ch = rnd_thing();
break;
}
return ch;
}
/*
* erase_lamp:
* Erase the area shown by a lamp in a dark room.
*/
void
erase_lamp(coord *pos, struct room *rp)
{
int y, x, ey, sy, ex;
if (!(see_floor && (rp->r_flags & (ISGONE|ISDARK)) == ISDARK
&& !on(player,ISBLIND)))
return;
ey = pos->y + 1;
ex = pos->x + 1;
sy = pos->y - 1;
for (x = pos->x - 1; x <= ex; x++)
for (y = sy; y <= ey; y++)
{
if (y == hero.y && x == hero.x)
continue;
move(y, x);
if (inch() == FLOOR)
addch(' ');
}
}
/*
* show_floor:
* Should we show the floor in her room at this time?
*/
bool
show_floor()
{
if ((proom->r_flags & (ISGONE|ISDARK)) == ISDARK && !on(player, ISBLIND))
return see_floor;
else
return TRUE;
}
/*
* find_obj:
* Find the unclaimed object at y, x
*/
THING *
find_obj(int y, int x)
{
THING *obj;
for (obj = lvl_obj; obj != NULL; obj = next(obj))
{
if (obj->o_pos.y == y && obj->o_pos.x == x)
return obj;
}
#ifdef MASTER
sprintf(prbuf, "Non-object %d,%d", y, x);
msg(prbuf);
return NULL;
#else
/* NOTREACHED */
return NULL;
#endif
}
/*
* eat:
* She wants to eat something, so let her try
*/
void
eat()
{
THING *obj;
if ((obj = get_item("eat", FOOD)) == NULL)
return;
if (obj->o_type != FOOD)
{
if (!terse)
msg("ugh, you would get ill if you ate that");
else
msg("that's Inedible!");
return;
}
if (food_left < 0)
food_left = 0;
if ((food_left += HUNGERTIME - 200 + rnd(400)) > STOMACHSIZE)
food_left = STOMACHSIZE;
hungry_state = 0;
if (obj == cur_weapon)
cur_weapon = NULL;
if (obj->o_which == 1)
msg("my, that was a yummy %s", fruit);
else
if (rnd(100) > 70)
{
pstats.s_exp++;
msg("%s, this food tastes awful", choose_str("bummer", "yuk"));
check_level();
}
else
msg("%s, that tasted good", choose_str("oh, wow", "yum"));
leave_pack(obj, FALSE, FALSE);
}
/*
* check_level:
* Check to see if the guy has gone up a level.
*/
void
check_level()
{
int i, add, olevel;
for (i = 0; e_levels[i] != 0; i++)
if (e_levels[i] > pstats.s_exp)
break;
i++;
olevel = pstats.s_lvl;
pstats.s_lvl = i;
if (i > olevel)
{
add = roll(i - olevel, 10);
max_hp += add;
pstats.s_hpt += add;
msg("welcome to level %d", i);
}
}
/*
* chg_str:
* used to modify the playes strength. It keeps track of the
* highest it has been, just in case
*/
void
chg_str(int amt)
{
auto str_t comp;
if (amt == 0)
return;
add_str(&pstats.s_str, amt);
comp = pstats.s_str;
if (ISRING(LEFT, R_ADDSTR))
add_str(&comp, -cur_ring[LEFT]->o_arm);
if (ISRING(RIGHT, R_ADDSTR))
add_str(&comp, -cur_ring[RIGHT]->o_arm);
if (comp > max_stats.s_str)
max_stats.s_str = comp;
}
/*
* add_str:
* Perform the actual add, checking upper and lower bound limits
*/
void
add_str(str_t *sp, int amt)
{
if ((*sp += amt) < 3)
*sp = 3;
else if (*sp > 31)
*sp = 31;
}
/*
* add_haste:
* Add a haste to the player
*/
bool
add_haste(bool potion)
{
if (on(player, ISHASTE))
{
no_command += rnd(8);
player.t_flags &= ~(ISRUN|ISHASTE);
extinguish(nohaste);
msg("you faint from exhaustion");
return FALSE;
}
else
{
player.t_flags |= ISHASTE;
if (potion)
fuse(nohaste, 0, rnd(4)+4, AFTER);
return TRUE;
}
}
/*
* aggravate:
* Aggravate all the monsters on this level
*/
void
aggravate()
{
THING *mp;
for (mp = mlist; mp != NULL; mp = next(mp))
runto(&mp->t_pos);
}
/*
* vowelstr:
* For printfs: if string starts with a vowel, return "n" for an
* "an".
*/
char *
vowelstr(char *str)
{
switch (*str)
{
case 'a': case 'A':
case 'e': case 'E':
case 'i': case 'I':
case 'o': case 'O':
case 'u': case 'U':
return "n";
default:
return "";
}
}
/*
* is_current:
* See if the object is one of the currently used items
*/
bool
is_current(THING *obj)
{
if (obj == NULL)
return FALSE;
if (obj == cur_armor || obj == cur_weapon || obj == cur_ring[LEFT]
|| obj == cur_ring[RIGHT])
{
if (!terse)
addmsg("That's already ");
msg("in use");
return TRUE;
}
return FALSE;
}
/*
* get_dir:
* Set up the direction co_ordinate for use in varios "prefix"
* commands
*/
bool
get_dir()
{
char *prompt;
bool gotit;
static coord last_delt= {0,0};
if (again && last_dir != '\0')
{
delta.y = last_delt.y;
delta.x = last_delt.x;
dir_ch = last_dir;
}
else
{
if (!terse)
msg(prompt = "which direction? ");
else
prompt = "direction: ";
do
{
gotit = TRUE;
switch (dir_ch = readchar())
{
case 'h': case'H': delta.y = 0; delta.x = -1;
when 'j': case'J': delta.y = 1; delta.x = 0;
when 'k': case'K': delta.y = -1; delta.x = 0;
when 'l': case'L': delta.y = 0; delta.x = 1;
when 'y': case'Y': delta.y = -1; delta.x = -1;
when 'u': case'U': delta.y = -1; delta.x = 1;
when 'b': case'B': delta.y = 1; delta.x = -1;
when 'n': case'N': delta.y = 1; delta.x = 1;
when ESCAPE: last_dir = '\0'; reset_last(); return FALSE;
otherwise:
mpos = 0;
msg(prompt);
gotit = FALSE;
}
} until (gotit);
if (isupper(dir_ch))
dir_ch = (char) tolower(dir_ch);
last_dir = dir_ch;
last_delt.y = delta.y;
last_delt.x = delta.x;
}
if (on(player, ISHUH) && rnd(5) == 0)
do
{
delta.y = rnd(3) - 1;
delta.x = rnd(3) - 1;
} while (delta.y == 0 && delta.x == 0);
mpos = 0;
return TRUE;
}
/*
* sign:
* Return the sign of the number
*/
int
sign(int nm)
{
if (nm < 0)
return -1;
else
return (nm > 0);
}
/*
* spread:
* Give a spread around a given number (+/- 20%)
*/
int
spread(int nm)
{
return nm - nm / 20 + rnd(nm / 10);
}
/*
* call_it:
* Call an object something after use.
*/
void
call_it(struct obj_info *info)
{
if (info->oi_know)
{
if (info->oi_guess)
{
free(info->oi_guess);
info->oi_guess = NULL;
}
}
else if (!info->oi_guess)
{
msg(terse ? "call it: " : "what do you want to call it? ");
if (get_str(prbuf, stdscr) == NORM)
{
if (info->oi_guess != NULL)
free(info->oi_guess);
info->oi_guess = malloc((unsigned int) strlen(prbuf) + 1);
strcpy(info->oi_guess, prbuf);
}
}
}
/*
* rnd_thing:
* Pick a random thing appropriate for this level
*/
char
rnd_thing()
{
int i;
static char thing_list[] = {
POTION, SCROLL, RING, STICK, FOOD, WEAPON, ARMOR, STAIRS, GOLD, AMULET
};
if (level >= AMULETLEVEL)
i = rnd(sizeof thing_list / sizeof (char));
else
i = rnd(sizeof thing_list / sizeof (char) - 1);
return thing_list[i];
}
/*
str str:
* Choose the first or second string depending on whether it the
* player is tripping
*/
char *
choose_str(char *ts, char *ns)
{
return (on(player, ISHALU) ? ts : ns);
}

View File

@@ -1,252 +0,0 @@
/*
* File with various monster functions in it
*
* @(#)monsters.c 4.46 (Berkeley) 02/05/99
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <curses.h>
#include <string.h>
#include "rogue.h"
#include <ctype.h>
/*
* List of monsters in rough order of vorpalness
*/
static char lvl_mons[] = {
'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'
};
static char wand_mons[] = {
'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:
* Pick a monster to show up. The lower the level,
* the meaner the monster.
*/
char
randmonster(bool wander)
{
int d;
char *mons;
mons = (wander ? wand_mons : lvl_mons);
do
{
d = level + (rnd(10) - 6);
if (d < 0)
d = rnd(5);
if (d > 25)
d = rnd(5) + 21;
} while (mons[d] == 0);
return mons[d];
}
/*
* new_monster:
* Pick a new monster and add it to the list
*/
void
new_monster(THING *tp, char type, coord *cp)
{
struct monster *mp;
int lev_add;
if ((lev_add = level - AMULETLEVEL) < 0)
lev_add = 0;
attach(mlist, tp);
tp->t_type = type;
tp->t_disguise = type;
tp->t_pos = *cp;
move(cp->y, cp->x);
tp->t_oldch = CCHAR( inch() );
tp->t_room = roomin(cp);
moat(cp->y, cp->x) = tp;
mp = &monsters[tp->t_type-'A'];
tp->t_stats.s_lvl = mp->m_stats.s_lvl + lev_add;
tp->t_stats.s_maxhp = tp->t_stats.s_hpt = roll(tp->t_stats.s_lvl, 8);
tp->t_stats.s_arm = mp->m_stats.s_arm - lev_add;
strcpy(tp->t_stats.s_dmg,mp->m_stats.s_dmg);
tp->t_stats.s_str = mp->m_stats.s_str;
tp->t_stats.s_exp = mp->m_stats.s_exp + lev_add * 10 + exp_add(tp);
tp->t_flags = mp->m_flags;
if (level > 29)
tp->t_flags |= ISHASTE;
tp->t_turn = TRUE;
tp->t_pack = NULL;
if (ISWEARING(R_AGGR))
runto(cp);
if (type == 'X')
tp->t_disguise = rnd_thing();
}
/*
* expadd:
* Experience to add for this monster's level/hit points
*/
int
exp_add(THING *tp)
{
int mod;
if (tp->t_stats.s_lvl == 1)
mod = tp->t_stats.s_maxhp / 8;
else
mod = tp->t_stats.s_maxhp / 6;
if (tp->t_stats.s_lvl > 9)
mod *= 20;
else if (tp->t_stats.s_lvl > 6)
mod *= 4;
return mod;
}
/*
* wanderer:
* Create a new wandering monster and aim it at the player
*/
void
wanderer()
{
THING *tp;
static coord cp;
tp = new_item();
do
{
find_floor((struct room *) NULL, &cp, FALSE, TRUE);
} while (roomin(&cp) == proom);
new_monster(tp, randmonster(TRUE), &cp);
if (on(player, SEEMONST))
{
standout();
if (!on(player, ISHALU))
addch(tp->t_type);
else
addch(rnd(26) + 'A');
standend();
}
runto(&tp->t_pos);
#ifdef MASTER
if (wizard)
msg("started a wandering %s", monsters[tp->t_type-'A'].m_name);
#endif
}
/*
* wake_monster:
* What to do when the hero steps next to a monster
*/
THING *
wake_monster(int y, int x)
{
THING *tp;
struct room *rp;
char ch, *mname;
#ifdef MASTER
if ((tp = moat(y, x)) == NULL)
msg("can't find monster in wake_monster");
#else
tp = moat(y, x);
if (tp == NULL)
endwin(), abort();
#endif
ch = tp->t_type;
/*
* Every time he sees mean monster, it might start chasing him
*/
if (!on(*tp, ISRUN) && rnd(3) != 0 && on(*tp, ISMEAN) && !on(*tp, ISHELD)
&& !ISWEARING(R_STEALTH) && !on(player, ISLEVIT))
{
tp->t_dest = &hero;
tp->t_flags |= ISRUN;
}
if (ch == 'M' && !on(player, ISBLIND) && !on(player, ISHALU)
&& !on(*tp, ISFOUND) && !on(*tp, ISCANC) && on(*tp, ISRUN))
{
rp = proom;
if ((rp != NULL && !(rp->r_flags & ISDARK))
|| dist(y, x, hero.y, hero.x) < LAMPDIST)
{
tp->t_flags |= ISFOUND;
if (!save(VS_MAGIC))
{
if (on(player, ISHUH))
lengthen(unconfuse, spread(HUHDURATION));
else
fuse(unconfuse, 0, spread(HUHDURATION), AFTER);
player.t_flags |= ISHUH;
mname = set_mname(tp);
addmsg("%s", mname);
if (strcmp(mname, "it") != 0)
addmsg("'");
msg("s gaze has confused you");
}
}
}
/*
* Let greedy ones guard gold
*/
if (on(*tp, ISGREED) && !on(*tp, ISRUN))
{
tp->t_flags |= ISRUN;
if (proom->r_goldval)
tp->t_dest = &proom->r_gold;
else
tp->t_dest = &hero;
}
return tp;
}
/*
* give_pack:
* Give a pack to a monster if it deserves one
*/
void
give_pack(THING *tp)
{
if (level >= max_level && rnd(100) < monsters[tp->t_type-'A'].m_carry)
attach(tp->t_pack, new_thing());
}
/*
* save_throw:
* See if a creature save against something
*/
int
save_throw(int which, THING *tp)
{
int need;
need = 14 + which - tp->t_stats.s_lvl / 2;
return (roll(1, 20) >= need);
}
/*
* save:
* See if he saves against various nasty things
*/
int
save(int which)
{
if (which == VS_MAGIC)
{
if (ISRING(LEFT, R_PROTECT))
which -= cur_ring[LEFT]->o_arm;
if (ISRING(RIGHT, R_PROTECT))
which -= cur_ring[RIGHT]->o_arm;
}
return save_throw(which, &player);
}

425
move.c
View File

@@ -1,425 +0,0 @@
/*
* hero movement commands
*
* @(#)move.c 4.49 (Berkeley) 02/05/99
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <curses.h>
#include <ctype.h>
#include "rogue.h"
/*
* used to hold the new hero position
*/
coord nh;
/*
* do_run:
* Start the hero running
*/
void
do_run(char ch)
{
running = TRUE;
after = FALSE;
runch = ch;
}
/*
* do_move:
* Check to see that a move is legal. If it is handle the
* consequences (fighting, picking up, etc.)
*/
void
do_move(int dy, int dx)
{
char ch, fl;
firstmove = FALSE;
if (no_move)
{
no_move--;
msg("you are still stuck in the bear trap");
return;
}
/*
* Do a confused move (maybe)
*/
if (on(player, ISHUH) && rnd(5) != 0)
{
nh = *rndmove(&player);
if (ce(nh, hero))
{
after = FALSE;
running = FALSE;
to_death = FALSE;
return;
}
}
else
{
over:
nh.y = hero.y + dy;
nh.x = hero.x + dx;
}
/*
* Check if he tried to move off the screen or make an illegal
* diagonal move, and stop him if he did.
*/
if (nh.x < 0 || nh.x >= NUMCOLS || nh.y <= 0 || nh.y >= NUMLINES - 1)
goto hit_bound;
if (!diag_ok(&hero, &nh))
{
after = FALSE;
running = FALSE;
return;
}
if (running && ce(hero, nh))
after = running = FALSE;
fl = flat(nh.y, nh.x);
ch = winat(nh.y, nh.x);
if (!(fl & F_REAL) && ch == FLOOR)
{
if (!on(player, ISLEVIT))
{
chat(nh.y, nh.x) = ch = TRAP;
flat(nh.y, nh.x) |= F_REAL;
}
}
else if (on(player, ISHELD) && ch != 'F')
{
msg("you are being held");
return;
}
switch (ch)
{
case ' ':
case '|':
case '-':
hit_bound:
if (passgo && running && (proom->r_flags & ISGONE)
&& !on(player, ISBLIND))
{
bool b1, b2;
switch (runch)
{
case 'h':
case 'l':
b1 = (bool)(hero.y != 1 && turn_ok(hero.y - 1, hero.x));
b2 = (bool)(hero.y != NUMLINES - 2 && turn_ok(hero.y + 1, hero.x));
if (!(b1 ^ b2))
break;
if (b1)
{
runch = 'k';
dy = -1;
}
else
{
runch = 'j';
dy = 1;
}
dx = 0;
turnref();
goto over;
case 'j':
case 'k':
b1 = (bool)(hero.x != 0 && turn_ok(hero.y, hero.x - 1));
b2 = (bool)(hero.x != NUMCOLS - 1 && turn_ok(hero.y, hero.x + 1));
if (!(b1 ^ b2))
break;
if (b1)
{
runch = 'h';
dx = -1;
}
else
{
runch = 'l';
dx = 1;
}
dy = 0;
turnref();
goto over;
}
}
running = FALSE;
after = FALSE;
break;
case DOOR:
running = FALSE;
if (flat(hero.y, hero.x) & F_PASS)
enter_room(&nh);
goto move_stuff;
case TRAP:
ch = be_trapped(&nh);
if (ch == T_DOOR || ch == T_TELEP)
return;
goto move_stuff;
case PASSAGE:
/*
* when you're in a corridor, you don't know if you're in
* a maze room or not, and there ain't no way to find out
* if you're leaving a maze room, so it is necessary to
* always recalculate proom.
*/
proom = roomin(&hero);
goto move_stuff;
case FLOOR:
if (!(fl & F_REAL))
be_trapped(&hero);
goto move_stuff;
case STAIRS:
seenstairs = TRUE;
/* FALLTHROUGH */
default:
running = FALSE;
if (isupper(ch) || moat(nh.y, nh.x))
fight(&nh, cur_weapon, FALSE);
else
{
if (ch != STAIRS)
take = ch;
move_stuff:
mvaddch(hero.y, hero.x, floor_at());
if ((fl & F_PASS) && chat(oldpos.y, oldpos.x) == DOOR)
leave_room(&nh);
hero = nh;
}
}
}
/*
* turn_ok:
* Decide whether it is legal to turn onto the given space
*/
bool
turn_ok(int y, int x)
{
PLACE *pp;
pp = INDEX(y, x);
return (pp->p_ch == DOOR
|| (pp->p_flags & (F_REAL|F_PASS)) == (F_REAL|F_PASS));
}
/*
* turnref:
* Decide whether to refresh at a passage turning or not
*/
void
turnref()
{
PLACE *pp;
pp = INDEX(hero.y, hero.x);
if (!(pp->p_flags & F_SEEN))
{
if (jump)
{
leaveok(stdscr, TRUE);
refresh();
leaveok(stdscr, FALSE);
}
pp->p_flags |= F_SEEN;
}
}
/*
* door_open:
* Called to illuminate a room. If it is dark, remove anything
* that might move.
*/
void
door_open(struct room *rp)
{
int y, x;
if (!(rp->r_flags & ISGONE))
for (y = rp->r_pos.y; y < rp->r_pos.y + rp->r_max.y; y++)
for (x = rp->r_pos.x; x < rp->r_pos.x + rp->r_max.x; x++)
if (isupper(winat(y, x)))
wake_monster(y, x);
}
/*
* be_trapped:
* The guy stepped on a trap.... Make him pay.
*/
char
be_trapped(coord *tc)
{
PLACE *pp;
THING *arrow;
char tr;
if (on(player, ISLEVIT))
return T_RUST; /* anything that's not a door or teleport */
running = FALSE;
count = FALSE;
pp = INDEX(tc->y, tc->x);
pp->p_ch = TRAP;
tr = pp->p_flags & F_TMASK;
pp->p_flags |= F_SEEN;
switch (tr)
{
case T_DOOR:
level++;
new_level();
msg("you fell into a trap!");
when T_BEAR:
no_move += BEARTIME;
msg("you are caught in a bear trap");
when T_MYST:
switch(rnd(11))
{
case 0: msg("you are suddenly in a parallel dimension");
when 1: msg("the light in here suddenly seems %s", rainbow[rnd(cNCOLORS)]);
when 2: msg("you feel a sting in the side of your neck");
when 3: msg("multi-colored lines swirl around you, then fade");
when 4: msg("a %s light flashes in your eyes", rainbow[rnd(cNCOLORS)]);
when 5: msg("a spike shoots past your ear!");
when 6: msg("%s sparks dance across your armor", rainbow[rnd(cNCOLORS)]);
when 7: msg("you suddenly feel very thirsty");
when 8: msg("you feel time speed up suddenly");
when 9: msg("time now seems to be going slower");
when 10: msg("you pack turns %s!", rainbow[rnd(cNCOLORS)]);
}
when T_SLEEP:
no_command += SLEEPTIME;
player.t_flags &= ~ISRUN;
msg("a strange white mist envelops you and you fall asleep");
when T_ARROW:
if (swing(pstats.s_lvl - 1, pstats.s_arm, 1))
{
pstats.s_hpt -= roll(1, 6);
if (pstats.s_hpt <= 0)
{
msg("an arrow killed you");
death('a');
}
else
msg("oh no! An arrow shot you");
}
else
{
arrow = new_item();
init_weapon(arrow, ARROW);
arrow->o_count = 1;
arrow->o_pos = hero;
fall(arrow, FALSE);
msg("an arrow shoots past you");
}
when T_TELEP:
/*
* since the hero's leaving, look() won't put a TRAP
* down for us, so we have to do it ourself
*/
teleport();
mvaddch(tc->y, tc->x, TRAP);
when T_DART:
if (!swing(pstats.s_lvl+1, pstats.s_arm, 1))
msg("a small dart whizzes by your ear and vanishes");
else
{
pstats.s_hpt -= roll(1, 4);
if (pstats.s_hpt <= 0)
{
msg("a poisoned dart killed you");
death('d');
}
if (!ISWEARING(R_SUSTSTR) && !save(VS_POISON))
chg_str(-1);
msg("a small dart just hit you in the shoulder");
}
when T_RUST:
msg("a gush of water hits you on the head");
rust_armor(cur_armor);
}
flush_type();
return tr;
}
/*
* rndmove:
* Move in a random direction if the monster/person is confused
*/
coord *
rndmove(THING *who)
{
THING *obj;
int x, y;
char ch;
static coord ret; /* what we will be returning */
y = ret.y = who->t_pos.y + rnd(3) - 1;
x = ret.x = who->t_pos.x + rnd(3) - 1;
/*
* Now check to see if that's a legal move. If not, don't move.
* (I.e., bump into the wall or whatever)
*/
if (y == who->t_pos.y && x == who->t_pos.x)
return &ret;
if (!diag_ok(&who->t_pos, &ret))
goto bad;
else
{
ch = winat(y, x);
if (!step_ok(ch))
goto bad;
if (ch == SCROLL)
{
for (obj = lvl_obj; obj != NULL; obj = next(obj))
if (y == obj->o_pos.y && x == obj->o_pos.x)
break;
if (obj != NULL && obj->o_which == S_SCARE)
goto bad;
}
}
return &ret;
bad:
ret = who->t_pos;
return &ret;
}
/*
* rust_armor:
* Rust the given armor, if it is a legal kind to rust, and we
* aren't wearing a magic ring.
*/
void
rust_armor(THING *arm)
{
if (arm == NULL || arm->o_type != ARMOR || arm->o_which == LEATHER ||
arm->o_arm >= 9)
return;
if ((arm->o_flags & ISPROT) || ISWEARING(R_SUSTARM))
{
if (!to_death)
msg("the rust vanishes instantly");
}
else
{
arm->o_arm++;
if (!terse)
msg("your armor appears to be weaker now. Oh my!");
else
msg("your armor weakens");
}
}

View File

@@ -1,231 +0,0 @@
/*
* new_level:
* Dig and draw a new level
*
* @(#)new_level.c 4.38 (Berkeley) 02/05/99
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <curses.h>
#include <string.h>
#include "rogue.h"
#define TREAS_ROOM 20 /* one chance in TREAS_ROOM for a treasure room */
#define MAXTREAS 10 /* maximum number of treasures in a treasure room */
#define MINTREAS 2 /* minimum number of treasures in a treasure room */
void
new_level()
{
THING *tp;
PLACE *pp;
char *sp;
int i;
player.t_flags &= ~ISHELD; /* unhold when you go down just in case */
if (level > max_level)
max_level = level;
/*
* Clean things off from last level
*/
for (pp = places; pp < &places[MAXCOLS*MAXLINES]; pp++)
{
pp->p_ch = ' ';
pp->p_flags = F_REAL;
pp->p_monst = NULL;
}
clear();
/*
* Free up the monsters on the last level
*/
for (tp = mlist; tp != NULL; tp = next(tp))
free_list(tp->t_pack);
free_list(mlist);
/*
* Throw away stuff left on the previous level (if anything)
*/
free_list(lvl_obj);
do_rooms(); /* Draw rooms */
do_passages(); /* Draw passages */
no_food++;
put_things(); /* Place objects (if any) */
/*
* Place the traps
*/
if (rnd(10) < level)
{
ntraps = rnd(level / 4) + 1;
if (ntraps > MAXTRAPS)
ntraps = MAXTRAPS;
i = ntraps;
while (i--)
{
/*
* not only wouldn't it be NICE to have traps in mazes
* (not that we care about being nice), since the trap
* number is stored where the passage number is, we
* can't actually do it.
*/
do
{
find_floor((struct room *) NULL, &stairs, FALSE, FALSE);
} while (chat(stairs.y, stairs.x) != FLOOR);
sp = &flat(stairs.y, stairs.x);
*sp &= ~F_REAL;
*sp |= rnd(NTRAPS);
}
}
/*
* Place the staircase down.
*/
find_floor((struct room *) NULL, &stairs, FALSE, FALSE);
chat(stairs.y, stairs.x) = STAIRS;
seenstairs = FALSE;
for (tp = mlist; tp != NULL; tp = next(tp))
tp->t_room = roomin(&tp->t_pos);
find_floor((struct room *) NULL, &hero, FALSE, TRUE);
enter_room(&hero);
mvaddch(hero.y, hero.x, PLAYER);
if (on(player, SEEMONST))
turn_see(FALSE);
if (on(player, ISHALU))
visuals();
}
/*
* rnd_room:
* Pick a room that is really there
*/
int
rnd_room()
{
int rm;
do
{
rm = rnd(MAXROOMS);
} while (rooms[rm].r_flags & ISGONE);
return rm;
}
/*
* put_things:
* Put potions and scrolls on this level
*/
void
put_things()
{
int i;
THING *obj;
/*
* Once you have found the amulet, the only way to get new stuff is
* go down into the dungeon.
*/
if (amulet && level < max_level)
return;
/*
* check for treasure rooms, and if so, put it in.
*/
if (rnd(TREAS_ROOM) == 0)
treas_room();
/*
* Do MAXOBJ attempts to put things on a level
*/
for (i = 0; i < MAXOBJ; i++)
if (rnd(100) < 36)
{
/*
* Pick a new object and link it in the list
*/
obj = new_thing();
attach(lvl_obj, obj);
/*
* Put it somewhere
*/
find_floor((struct room *) NULL, &obj->o_pos, FALSE, FALSE);
chat(obj->o_pos.y, obj->o_pos.x) = (char) obj->o_type;
}
/*
* If he is really deep in the dungeon and he hasn't found the
* amulet yet, put it somewhere on the ground
*/
if (level >= AMULETLEVEL && !amulet)
{
obj = new_item();
attach(lvl_obj, obj);
obj->o_hplus = 0;
obj->o_dplus = 0;
strncpy(obj->o_damage,"0x0",sizeof(obj->o_damage));
strncpy(obj->o_hurldmg,"0x0",sizeof(obj->o_hurldmg));
obj->o_arm = 11;
obj->o_type = AMULET;
/*
* Put it somewhere
*/
find_floor((struct room *) NULL, &obj->o_pos, FALSE, FALSE);
chat(obj->o_pos.y, obj->o_pos.x) = AMULET;
}
}
/*
* treas_room:
* Add a treasure room
*/
#define MAXTRIES 10 /* max number of tries to put down a monster */
void
treas_room()
{
int nm;
THING *tp;
struct room *rp;
int spots, num_monst;
static coord mp;
rp = &rooms[rnd_room()];
spots = (rp->r_max.y - 2) * (rp->r_max.x - 2) - MINTREAS;
if (spots > (MAXTREAS - MINTREAS))
spots = (MAXTREAS - MINTREAS);
num_monst = nm = rnd(spots) + MINTREAS;
while (nm--)
{
find_floor(rp, &mp, 2 * MAXTRIES, FALSE);
tp = new_thing();
tp->o_pos = mp;
attach(lvl_obj, tp);
chat(mp.y, mp.x) = (char) tp->o_type;
}
/*
* fill up room with monsters from the next level down
*/
if ((nm = rnd(spots) + MINTREAS) < num_monst + 2)
nm = num_monst + 2;
spots = (rp->r_max.y - 2) * (rp->r_max.x - 2);
if (nm > spots)
nm = spots;
level++;
while (nm--)
{
spots = 0;
if (find_floor(rp, &mp, MAXTRIES, TRUE))
{
tp = new_item();
new_monster(tp, randmonster(FALSE), &mp);
tp->t_flags |= ISMEAN; /* no sloughers in THIS room */
give_pack(tp);
}
}
level--;
}

501
options.c
View File

@@ -1,501 +0,0 @@
/*
* This file has all the code for the option command. I would rather
* this command were not necessary, but it is the only way to keep the
* wolves off of my back.
*
* @(#)options.c 4.24 (Berkeley) 05/10/83
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <stdlib.h>
#include <curses.h>
#include <ctype.h>
#include <string.h>
#include "rogue.h"
#define EQSTR(a, b, c) (strncmp(a, b, c) == 0)
#define NUM_OPTS (sizeof optlist / sizeof (OPTION))
/*
* description of an option and what to do with it
*/
struct optstruct {
char *o_name; /* option name */
char *o_prompt; /* prompt for interactive entry */
void *o_opt; /* pointer to thing to set */
/* function to print value */
void (*o_putfunc)(void *opt);
/* function to get value interactively */
int (*o_getfunc)(void *opt, WINDOW *win);
};
typedef struct optstruct OPTION;
void pr_optname(OPTION *op);
OPTION optlist[] = {
{"terse", "Terse output",
&terse, put_bool, get_bool },
{"flush", "Flush typeahead during battle",
&fight_flush, put_bool, get_bool },
{"jump", "Show position only at end of run",
&jump, put_bool, get_bool },
{"seefloor", "Show the lamp-illuminated floor",
&see_floor, put_bool, get_sf },
{"passgo", "Follow turnings in passageways",
&passgo, put_bool, get_bool },
{"tombstone", "Print out tombstone when killed",
&tombstone, put_bool, get_bool },
{"inven", "Inventory style",
&inv_type, put_inv_t, get_inv_t },
{"name", "Name",
whoami, put_str, get_str },
{"fruit", "Fruit",
fruit, put_str, get_str },
{"file", "Save file",
file_name, put_str, get_str }
};
/*
* option:
* Print and then set options from the terminal
*/
void
option()
{
OPTION *op;
int retval;
wclear(hw);
/*
* Display current values of options
*/
for (op = optlist; op <= &optlist[NUM_OPTS-1]; op++)
{
pr_optname(op);
(*op->o_putfunc)(op->o_opt);
waddch(hw, '\n');
}
/*
* Set values
*/
wmove(hw, 0, 0);
for (op = optlist; op <= &optlist[NUM_OPTS-1]; op++)
{
pr_optname(op);
retval = (*op->o_getfunc)(op->o_opt, hw);
if (retval)
{
if (retval == QUIT)
break;
else if (op > optlist) { /* MINUS */
wmove(hw, (int)(op - optlist) - 1, 0);
op -= 2;
}
else /* trying to back up beyond the top */
{
putchar('\007');
wmove(hw, 0, 0);
op--;
}
}
}
/*
* Switch back to original screen
*/
wmove(hw, LINES - 1, 0);
waddstr(hw, "--Press space to continue--");
wrefresh(hw);
wait_for(' ');
clearok(curscr, TRUE);
touchwin(stdscr);
after = FALSE;
}
/*
* pr_optname:
* Print out the option name prompt
*/
void
pr_optname(OPTION *op)
{
wprintw(hw, "%s (\"%s\"): ", op->o_prompt, op->o_name);
}
/*
* put_bool
* Put out a boolean
*/
void
put_bool(void *b)
{
waddstr(hw, *(bool *) b ? "True" : "False");
}
/*
* put_str:
* Put out a string
*/
void
put_str(void *str)
{
waddstr(hw, (char *) str);
}
/*
* put_inv_t:
* Put out an inventory type
*/
void
put_inv_t(void *ip)
{
waddstr(hw, inv_t_name[*(int *) ip]);
}
/*
* get_bool:
* Allow changing a boolean option and print it out
*/
int
get_bool(void *vp, WINDOW *win)
{
bool *bp = (bool *) vp;
int oy, ox;
bool op_bad;
op_bad = TRUE;
getyx(win, oy, ox);
waddstr(win, *bp ? "True" : "False");
while (op_bad)
{
wmove(win, oy, ox);
wrefresh(win);
switch (readchar())
{
case 't':
case 'T':
*bp = TRUE;
op_bad = FALSE;
break;
case 'f':
case 'F':
*bp = FALSE;
op_bad = FALSE;
break;
case '\n':
case '\r':
op_bad = FALSE;
break;
case ESCAPE:
return QUIT;
case '-':
return MINUS;
default:
wmove(win, oy, ox + 10);
waddstr(win, "(T or F)");
}
}
wmove(win, oy, ox);
waddstr(win, *bp ? "True" : "False");
waddch(win, '\n');
return NORM;
}
/*
* get_sf:
* Change value and handle transition problems from see_floor to
* !see_floor.
*/
int
get_sf(void *vp, WINDOW *win)
{
bool *bp = (bool *) vp;
bool was_sf;
int retval;
was_sf = see_floor;
retval = get_bool(bp, win);
if (retval == QUIT) return(QUIT);
if (was_sf != see_floor)
{
if (!see_floor) {
see_floor = TRUE;
erase_lamp(&hero, proom);
see_floor = FALSE;
}
else
look(FALSE);
}
return(NORM);
}
/*
* get_str:
* Set a string option
*/
#define MAXINP 50 /* max string to read from terminal or environment */
int
get_str(void *vopt, WINDOW *win)
{
char *opt = (char *) vopt;
char *sp;
int oy, ox;
int i;
signed char c;
static char buf[MAXSTR];
getyx(win, oy, ox);
wrefresh(win);
/*
* loop reading in the string, and put it in a temporary buffer
*/
for (sp = buf; (c = readchar()) != '\n' && c != '\r' && c != ESCAPE;
wclrtoeol(win), wrefresh(win))
{
if (c == -1)
continue;
else if (c == erasechar()) /* process erase character */
{
if (sp > buf)
{
sp--;
for (i = (int) strlen(unctrl(*sp)); i; i--)
waddch(win, '\b');
}
continue;
}
else if (c == killchar()) /* process kill character */
{
sp = buf;
wmove(win, oy, ox);
continue;
}
else if (sp == buf)
{
if (c == '-' && win != stdscr)
break;
else if (c == '~')
{
strcpy(buf, home);
waddstr(win, home);
sp += strlen(home);
continue;
}
}
if (sp >= &buf[MAXINP] || !(isprint(c) || c == ' '))
putchar(CTRL('G'));
else
{
*sp++ = c;
waddstr(win, unctrl(c));
}
}
*sp = '\0';
if (sp > buf) /* only change option if something has been typed */
strucpy(opt, buf, (int) strlen(buf));
mvwprintw(win, oy, ox, "%s\n", opt);
wrefresh(win);
if (win == stdscr)
mpos += (int)(sp - buf);
if (c == '-')
return MINUS;
else if (c == ESCAPE)
return QUIT;
else
return NORM;
}
/*
* get_inv_t
* Get an inventory type name
*/
int
get_inv_t(void *vp, WINDOW *win)
{
int *ip = (int *) vp;
int oy, ox;
bool op_bad;
op_bad = TRUE;
getyx(win, oy, ox);
waddstr(win, inv_t_name[*ip]);
while (op_bad)
{
wmove(win, oy, ox);
wrefresh(win);
switch (readchar())
{
case 'o':
case 'O':
*ip = INV_OVER;
op_bad = FALSE;
break;
case 's':
case 'S':
*ip = INV_SLOW;
op_bad = FALSE;
break;
case 'c':
case 'C':
*ip = INV_CLEAR;
op_bad = FALSE;
break;
case '\n':
case '\r':
op_bad = FALSE;
break;
case ESCAPE:
return QUIT;
case '-':
return MINUS;
default:
wmove(win, oy, ox + 15);
waddstr(win, "(O, S, or C)");
}
}
mvwprintw(win, oy, ox, "%s\n", inv_t_name[*ip]);
return NORM;
}
#ifdef MASTER
/*
* get_num:
* Get a numeric option
*/
int
get_num(void *vp, WINDOW *win)
{
short *opt = (short *) vp;
int i;
static char buf[MAXSTR];
if ((i = get_str(buf, win)) == NORM)
*opt = (short) atoi(buf);
return i;
}
#endif
/*
* parse_opts:
* Parse options from string, usually taken from the environment.
* The string is a series of comma seperated values, with booleans
* being stated as "name" (true) or "noname" (false), and strings
* being "name=....", with the string being defined up to a comma
* or the end of the entire option string.
*/
void
parse_opts(char *str)
{
char *sp;
OPTION *op;
int len;
char **i;
char *start;
while (*str)
{
/*
* Get option name
*/
for (sp = str; isalpha(*sp); sp++)
continue;
len = (int)(sp - str);
/*
* Look it up and deal with it
*/
for (op = optlist; op <= &optlist[NUM_OPTS-1]; op++)
if (EQSTR(str, op->o_name, len))
{
if (op->o_putfunc == put_bool) /* if option is a boolean */
*(bool *)op->o_opt = TRUE; /* NOSTRICT */
else /* string option */
{
/*
* Skip to start of string value
*/
for (str = sp + 1; *str == '='; str++)
continue;
if (*str == '~')
{
strcpy((char *) op->o_opt, home); /* NOSTRICT */
start = (char *) op->o_opt + strlen(home);/* NOSTRICT */
while (*++str == '/')
continue;
}
else
start = (char *) op->o_opt; /* NOSTRICT */
/*
* Skip to end of string value
*/
for (sp = str + 1; *sp && *sp != ','; sp++)
continue;
/*
* check for type of inventory
*/
if (op->o_putfunc == put_inv_t)
{
if (islower(*str))
*str = (char) toupper(*str);
for (i = inv_t_name; i <= &inv_t_name[INV_CLEAR]; i++)
if (strncmp(str, *i, sp - str) == 0)
{
inv_type = (int)(i - inv_t_name);
break;
}
}
else
strucpy(start, str, (int)(sp - str));
}
break;
}
/*
* check for "noname" for booleans
*/
else if (op->o_putfunc == put_bool
&& EQSTR(str, "no", 2) && EQSTR(str + 2, op->o_name, len - 2))
{
*(bool *)op->o_opt = FALSE; /* NOSTRICT */
break;
}
/*
* skip to start of next option name
*/
while (*sp && !isalpha(*sp))
sp++;
str = sp;
}
}
/*
* strucpy:
* Copy string using unctrl for things
*/
void
strucpy(char *s1, char *s2, int len)
{
if (len > MAXINP)
len = MAXINP;
while (len--)
{
if (isprint(*s2) || *s2 == ' ')
*s1++ = *s2;
s2++;
}
*s1 = '\0';
}

503
pack.c
View File

@@ -1,503 +0,0 @@
/*
* Routines to deal with the pack
*
* @(#)pack.c 4.40 (Berkeley) 02/05/99
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <string.h>
#include <curses.h>
#include <ctype.h>
#include "rogue.h"
/*
* add_pack:
* Pick up an object and add it to the pack. If the argument is
* non-null use it as the linked_list pointer instead of gettting
* it off the ground.
*/
void
add_pack(THING *obj, bool silent)
{
THING *op, *lp;
bool from_floor;
from_floor = FALSE;
if (obj == NULL)
{
if ((obj = find_obj(hero.y, hero.x)) == NULL)
return;
from_floor = TRUE;
}
/*
* Check for and deal with scare monster scrolls
*/
if (obj->o_type == SCROLL && obj->o_which == S_SCARE)
if (obj->o_flags & ISFOUND)
{
detach(lvl_obj, obj);
mvaddch(hero.y, hero.x, floor_ch());
chat(hero.y, hero.x) = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR;
discard(obj);
msg("the scroll turns to dust as you pick it up");
return;
}
if (pack == NULL)
{
pack = obj;
obj->o_packch = pack_char();
inpack++;
}
else
{
lp = NULL;
for (op = pack; op != NULL; op = next(op))
{
if (op->o_type != obj->o_type)
lp = op;
else
{
while (op->o_type == obj->o_type && op->o_which != obj->o_which)
{
lp = op;
if (next(op) == NULL)
break;
else
op = next(op);
}
if (op->o_type == obj->o_type && op->o_which == obj->o_which)
{
if (ISMULT(op->o_type))
{
if (!pack_room(from_floor, obj))
return;
op->o_count++;
dump_it:
discard(obj);
obj = op;
lp = NULL;
goto out;
}
else if (obj->o_group)
{
lp = op;
while (op->o_type == obj->o_type
&& op->o_which == obj->o_which
&& op->o_group != obj->o_group)
{
lp = op;
if (next(op) == NULL)
break;
else
op = next(op);
}
if (op->o_type == obj->o_type
&& op->o_which == obj->o_which
&& op->o_group == obj->o_group)
{
op->o_count += obj->o_count;
inpack--;
if (!pack_room(from_floor, obj))
return;
goto dump_it;
}
}
else
lp = op;
}
out:
break;
}
}
if (lp != NULL)
{
if (!pack_room(from_floor, obj))
return;
else
{
obj->o_packch = pack_char();
next(obj) = next(lp);
prev(obj) = lp;
if (next(lp) != NULL)
prev(next(lp)) = obj;
next(lp) = obj;
}
}
}
obj->o_flags |= ISFOUND;
/*
* If this was the object of something's desire, that monster will
* get mad and run at the hero.
*/
for (op = mlist; op != NULL; op = next(op))
if (op->t_dest == &obj->o_pos)
op->t_dest = &hero;
if (obj->o_type == AMULET)
amulet = TRUE;
/*
* Notify the user
*/
if (!silent)
{
if (!terse)
addmsg("you now have ");
msg("%s (%c)", inv_name(obj, !terse), obj->o_packch);
}
}
/*
* pack_room:
* See if there's room in the pack. If not, print out an
* appropriate message
*/
bool
pack_room(bool from_floor, THING *obj)
{
if (++inpack > MAXPACK)
{
if (!terse)
addmsg("there's ");
addmsg("no room");
if (!terse)
addmsg(" in your pack");
endmsg();
if (from_floor)
move_msg(obj);
inpack = MAXPACK;
return FALSE;
}
if (from_floor)
{
detach(lvl_obj, obj);
mvaddch(hero.y, hero.x, floor_ch());
chat(hero.y, hero.x) = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR;
}
return TRUE;
}
/*
* leave_pack:
* take an item out of the pack
*/
THING *
leave_pack(THING *obj, bool newobj, bool all)
{
THING *nobj;
inpack--;
nobj = obj;
if (obj->o_count > 1 && !all)
{
last_pick = obj;
obj->o_count--;
if (obj->o_group)
inpack++;
if (newobj)
{
nobj = new_item();
*nobj = *obj;
next(nobj) = NULL;
prev(nobj) = NULL;
nobj->o_count = 1;
}
}
else
{
last_pick = NULL;
pack_used[obj->o_packch - 'a'] = FALSE;
detach(pack, obj);
}
return nobj;
}
/*
* pack_char:
* Return the next unused pack character.
*/
char
pack_char()
{
bool *bp;
for (bp = pack_used; *bp; bp++)
continue;
*bp = TRUE;
return (char)((int)(bp - pack_used) + 'a');
}
/*
* inventory:
* List what is in the pack. Return TRUE if there is something of
* the given type.
*/
bool
inventory(THING *list, int type)
{
static char inv_temp[MAXSTR];
n_objs = 0;
for (; list != NULL; list = next(list))
{
if (type && type != list->o_type && !(type == CALLABLE &&
list->o_type != FOOD && list->o_type != AMULET) &&
!(type == R_OR_S && (list->o_type == RING || list->o_type == STICK)))
continue;
n_objs++;
#ifdef MASTER
if (!list->o_packch)
strcpy(inv_temp, "%s");
else
#endif
sprintf(inv_temp, "%c) %%s", list->o_packch);
msg_esc = TRUE;
if (add_line(inv_temp, inv_name(list, FALSE)) == ESCAPE)
{
msg_esc = FALSE;
msg("");
return TRUE;
}
msg_esc = FALSE;
}
if (n_objs == 0)
{
if (terse)
msg(type == 0 ? "empty handed" :
"nothing appropriate");
else
msg(type == 0 ? "you are empty handed" :
"you don't have anything appropriate");
return FALSE;
}
end_line();
return TRUE;
}
/*
* pick_up:
* Add something to characters pack.
*/
void
pick_up(char ch)
{
THING *obj;
if (on(player, ISLEVIT))
return;
obj = find_obj(hero.y, hero.x);
if (move_on)
move_msg(obj);
else
switch (ch)
{
case GOLD:
if (obj == NULL)
return;
money(obj->o_goldval);
detach(lvl_obj, obj);
discard(obj);
proom->r_goldval = 0;
break;
default:
#ifdef MASTER
debug("Where did you pick a '%s' up???", unctrl(ch));
#endif
case ARMOR:
case POTION:
case FOOD:
case WEAPON:
case SCROLL:
case AMULET:
case RING:
case STICK:
add_pack((THING *) NULL, FALSE);
break;
}
}
/*
* move_msg:
* Print out the message if you are just moving onto an object
*/
void
move_msg(THING *obj)
{
if (!terse)
addmsg("you ");
msg("moved onto %s", inv_name(obj, TRUE));
}
/*
* picky_inven:
* Allow player to inventory a single item
*/
void
picky_inven()
{
THING *obj;
char mch;
if (pack == NULL)
msg("you aren't carrying anything");
else if (next(pack) == NULL)
msg("a) %s", inv_name(pack, FALSE));
else
{
msg(terse ? "item: " : "which item do you wish to inventory: ");
mpos = 0;
if ((mch = readchar()) == ESCAPE)
{
msg("");
return;
}
for (obj = pack; obj != NULL; obj = next(obj))
if (mch == obj->o_packch)
{
msg("%c) %s", mch, inv_name(obj, FALSE));
return;
}
msg("'%s' not in pack", unctrl(mch));
}
}
/*
* get_item:
* Pick something out of a pack for a purpose
*/
THING *
get_item(char *purpose, int type)
{
THING *obj;
char ch;
if (pack == NULL)
msg("you aren't carrying anything");
else if (again)
if (last_pick)
return last_pick;
else
msg("you ran out");
else
{
for (;;)
{
if (!terse)
addmsg("which object do you want to ");
addmsg(purpose);
if (terse)
addmsg(" what");
msg("? (* for list): ");
ch = readchar();
mpos = 0;
/*
* Give the poor player a chance to abort the command
*/
if (ch == ESCAPE)
{
reset_last();
after = FALSE;
msg("");
return NULL;
}
n_objs = 1; /* normal case: person types one char */
if (ch == '*')
{
mpos = 0;
if (inventory(pack, type) == 0)
{
after = FALSE;
return NULL;
}
continue;
}
for (obj = pack; obj != NULL; obj = next(obj))
if (obj->o_packch == ch)
break;
if (obj == NULL)
{
msg("'%s' is not a valid item",unctrl(ch));
continue;
}
else
return obj;
}
}
return NULL;
}
/*
* money:
* Add or subtract gold from the pack
*/
void
money(int value)
{
purse += value;
mvaddch(hero.y, hero.x, floor_ch());
chat(hero.y, hero.x) = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR;
if (value > 0)
{
if (!terse)
addmsg("you found ");
msg("%d gold pieces", value);
}
}
/*
* floor_ch:
* Return the appropriate floor character for her room
*/
char
floor_ch()
{
if (proom->r_flags & ISGONE)
return PASSAGE;
return (show_floor() ? FLOOR : ' ');
}
/*
* floor_at:
* Return the character at hero's position, taking see_floor
* into account
*/
char
floor_at()
{
char ch;
ch = chat(hero.y, hero.x);
if (ch == FLOOR)
ch = floor_ch();
return ch;
}
/*
* reset_last:
* Reset the last command when the current one is aborted
*/
void
reset_last()
{
last_comm = l_last_comm;
last_dir = l_last_dir;
last_pick = l_last_pick;
}

View File

@@ -1,424 +0,0 @@
/*
* Draw the connecting passages
*
* @(#)passages.c 4.22 (Berkeley) 02/05/99
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <stdlib.h>
#include <curses.h>
#include "rogue.h"
/*
* do_passages:
* Draw all the passages on a level.
*/
void
do_passages()
{
struct rdes *r1, *r2 = NULL;
int i, j;
int roomcount;
static struct rdes
{
bool conn[MAXROOMS]; /* possible to connect to room i? */
bool isconn[MAXROOMS]; /* connection been made to room i? */
bool ingraph; /* this room in graph already? */
} rdes[MAXROOMS] = {
{ { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
{ { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
{ { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
{ { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
{ { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
{ { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
{ { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
{ { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
{ { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
};
/*
* reinitialize room graph description
*/
for (r1 = rdes; r1 <= &rdes[MAXROOMS-1]; r1++)
{
for (j = 0; j < MAXROOMS; j++)
r1->isconn[j] = FALSE;
r1->ingraph = FALSE;
}
/*
* starting with one room, connect it to a random adjacent room and
* then pick a new room to start with.
*/
roomcount = 1;
r1 = &rdes[rnd(MAXROOMS)];
r1->ingraph = TRUE;
do
{
/*
* find a room to connect with
*/
j = 0;
for (i = 0; i < MAXROOMS; i++)
if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
r2 = &rdes[i];
/*
* if no adjacent rooms are outside the graph, pick a new room
* to look from
*/
if (j == 0)
{
do
r1 = &rdes[rnd(MAXROOMS)];
until (r1->ingraph);
}
/*
* otherwise, connect new room to the graph, and draw a tunnel
* to it
*/
else
{
r2->ingraph = TRUE;
i = (int)(r1 - rdes);
j = (int)(r2 - rdes);
conn(i, j);
r1->isconn[j] = TRUE;
r2->isconn[i] = TRUE;
roomcount++;
}
} while (roomcount < MAXROOMS);
/*
* attempt to add passages to the graph a random number of times so
* that there isn't always just one unique passage through it.
*/
for (roomcount = rnd(5); roomcount > 0; roomcount--)
{
r1 = &rdes[rnd(MAXROOMS)]; /* a random room to look from */
/*
* find an adjacent room not already connected
*/
j = 0;
for (i = 0; i < MAXROOMS; i++)
if (r1->conn[i] && !r1->isconn[i] && rnd(++j) == 0)
r2 = &rdes[i];
/*
* if there is one, connect it and look for the next added
* passage
*/
if (j != 0)
{
i = (int)(r1 - rdes);
j = (int)(r2 - rdes);
conn(i, j);
r1->isconn[j] = TRUE;
r2->isconn[i] = TRUE;
}
}
passnum();
}
/*
* conn:
* Draw a corridor from a room in a certain direction.
*/
void
conn(int r1, int r2)
{
struct room *rpf, *rpt = NULL;
int rmt;
int distance = 0, turn_spot, turn_distance = 0;
int rm;
char direc;
static coord del, curr, turn_delta, spos, epos;
if (r1 < r2)
{
rm = r1;
if (r1 + 1 == r2)
direc = 'r';
else
direc = 'd';
}
else
{
rm = r2;
if (r2 + 1 == r1)
direc = 'r';
else
direc = 'd';
}
rpf = &rooms[rm];
/*
* Set up the movement variables, in two cases:
* first drawing one down.
*/
if (direc == 'd')
{
rmt = rm + 3; /* room # of dest */
rpt = &rooms[rmt]; /* room pointer of dest */
del.x = 0; /* direction of move */
del.y = 1;
spos.x = rpf->r_pos.x; /* start of move */
spos.y = rpf->r_pos.y;
epos.x = rpt->r_pos.x; /* end of move */
epos.y = rpt->r_pos.y;
if (!(rpf->r_flags & ISGONE)) /* if not gone pick door pos */
do
{
spos.x = rpf->r_pos.x + rnd(rpf->r_max.x - 2) + 1;
spos.y = rpf->r_pos.y + rpf->r_max.y - 1;
} while ((rpf->r_flags&ISMAZE) && !(flat(spos.y, spos.x)&F_PASS));
if (!(rpt->r_flags & ISGONE))
do
{
epos.x = rpt->r_pos.x + rnd(rpt->r_max.x - 2) + 1;
} while ((rpt->r_flags&ISMAZE) && !(flat(epos.y, epos.x)&F_PASS));
distance = abs(spos.y - epos.y) - 1; /* distance to move */
turn_delta.y = 0; /* direction to turn */
turn_delta.x = (spos.x < epos.x ? 1 : -1);
turn_distance = abs(spos.x - epos.x); /* how far to turn */
}
else if (direc == 'r') /* setup for moving right */
{
rmt = rm + 1;
rpt = &rooms[rmt];
del.x = 1;
del.y = 0;
spos.x = rpf->r_pos.x;
spos.y = rpf->r_pos.y;
epos.x = rpt->r_pos.x;
epos.y = rpt->r_pos.y;
if (!(rpf->r_flags & ISGONE))
do
{
spos.x = rpf->r_pos.x + rpf->r_max.x - 1;
spos.y = rpf->r_pos.y + rnd(rpf->r_max.y - 2) + 1;
} while ((rpf->r_flags&ISMAZE) && !(flat(spos.y, spos.x)&F_PASS));
if (!(rpt->r_flags & ISGONE))
do
{
epos.y = rpt->r_pos.y + rnd(rpt->r_max.y - 2) + 1;
} while ((rpt->r_flags&ISMAZE) && !(flat(epos.y, epos.x)&F_PASS));
distance = abs(spos.x - epos.x) - 1;
turn_delta.y = (spos.y < epos.y ? 1 : -1);
turn_delta.x = 0;
turn_distance = abs(spos.y - epos.y);
}
#ifdef MASTER
else
debug("error in connection tables");
#endif
turn_spot = rnd(distance - 1) + 1; /* where turn starts */
/*
* Draw in the doors on either side of the passage or just put #'s
* if the rooms are gone.
*/
if (!(rpf->r_flags & ISGONE))
door(rpf, &spos);
else
putpass(&spos);
if (!(rpt->r_flags & ISGONE))
door(rpt, &epos);
else
putpass(&epos);
/*
* Get ready to move...
*/
curr.x = spos.x;
curr.y = spos.y;
while (distance > 0)
{
/*
* Move to new position
*/
curr.x += del.x;
curr.y += del.y;
/*
* Check if we are at the turn place, if so do the turn
*/
if (distance == turn_spot)
while (turn_distance--)
{
putpass(&curr);
curr.x += turn_delta.x;
curr.y += turn_delta.y;
}
/*
* Continue digging along
*/
putpass(&curr);
distance--;
}
curr.x += del.x;
curr.y += del.y;
if (!ce(curr, epos))
msg("warning, connectivity problem on this level");
}
/*
* putpass:
* add a passage character or secret passage here
*/
void
putpass(coord *cp)
{
PLACE *pp;
pp = INDEX(cp->y, cp->x);
pp->p_flags |= F_PASS;
if (rnd(10) + 1 < level && rnd(40) == 0)
pp->p_flags &= ~F_REAL;
else
pp->p_ch = PASSAGE;
}
/*
* door:
* Add a door or possibly a secret door. Also enters the door in
* the exits array of the room.
*/
void
door(struct room *rm, coord *cp)
{
PLACE *pp;
rm->r_exit[rm->r_nexits++] = *cp;
if (rm->r_flags & ISMAZE)
return;
pp = INDEX(cp->y, cp->x);
if (rnd(10) + 1 < level && rnd(5) == 0)
{
if (cp->y == rm->r_pos.y || cp->y == rm->r_pos.y + rm->r_max.y - 1)
pp->p_ch = '-';
else
pp->p_ch = '|';
pp->p_flags &= ~F_REAL;
}
else
pp->p_ch = DOOR;
}
#ifdef MASTER
/*
* add_pass:
* Add the passages to the current window (wizard command)
*/
void
add_pass()
{
PLACE *pp;
int y, x;
char ch;
for (y = 1; y < NUMLINES - 1; y++)
for (x = 0; x < NUMCOLS; x++)
{
pp = INDEX(y, x);
if ((pp->p_flags & F_PASS) || pp->p_ch == DOOR ||
(!(pp->p_flags&F_REAL) && (pp->p_ch == '|' || pp->p_ch == '-')))
{
ch = pp->p_ch;
if (pp->p_flags & F_PASS)
ch = PASSAGE;
pp->p_flags |= F_SEEN;
move(y, x);
if (pp->p_monst != NULL)
pp->p_monst->t_oldch = pp->p_ch;
else if (pp->p_flags & F_REAL)
addch(ch);
else
{
standout();
addch((pp->p_flags & F_PASS) ? PASSAGE : DOOR);
standend();
}
}
}
}
#endif
/*
* passnum:
* Assign a number to each passageway
*/
static int pnum;
static bool newpnum;
void
passnum()
{
struct room *rp;
int i;
pnum = 0;
newpnum = FALSE;
for (rp = passages; rp < &passages[MAXPASS]; rp++)
rp->r_nexits = 0;
for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
for (i = 0; i < rp->r_nexits; i++)
{
newpnum++;
numpass(rp->r_exit[i].y, rp->r_exit[i].x);
}
}
/*
* numpass:
* Number a passageway square and its brethren
*/
void
numpass(int y, int x)
{
char *fp;
struct room *rp;
char ch;
if (x >= NUMCOLS || x < 0 || y >= NUMLINES || y <= 0)
return;
fp = &flat(y, x);
if (*fp & F_PNUM)
return;
if (newpnum)
{
pnum++;
newpnum = FALSE;
}
/*
* check to see if it is a door or secret door, i.e., a new exit,
* or a numerable type of place
*/
if ((ch = chat(y, x)) == DOOR ||
(!(*fp & F_REAL) && (ch == '|' || ch == '-')))
{
rp = &passages[pnum];
rp->r_exit[rp->r_nexits].y = y;
rp->r_exit[rp->r_nexits++].x = x;
}
else if (!(*fp & F_PASS))
return;
*fp |= pnum;
/*
* recurse on the surrounding places
*/
numpass(y + 1, x);
numpass(y - 1, x);
numpass(y, x + 1);
numpass(y, x - 1);
}

375
potions.c
View File

@@ -1,375 +0,0 @@
/*
* Function(s) for dealing with potions
*
* @(#)potions.c 4.46 (Berkeley) 06/07/83
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <curses.h>
#include <ctype.h>
#include "rogue.h"
typedef struct
{
int pa_flags;
void (*pa_daemon)(int);
int pa_time;
char *pa_high, *pa_straight;
} PACT;
static PACT p_actions[] =
{
{ ISHUH, unconfuse, HUHDURATION, /* P_CONFUSE */
"what a tripy feeling!",
"wait, what's going on here. Huh? What? Who?" },
{ ISHALU, come_down, SEEDURATION, /* P_LSD */
"Oh, wow! Everything seems so cosmic!",
"Oh, wow! Everything seems so cosmic!" },
{ 0, NULL, 0 }, /* P_POISON */
{ 0, NULL, 0 }, /* P_STRENGTH */
{ CANSEE, unsee, SEEDURATION, /* P_SEEINVIS */
prbuf,
prbuf },
{ 0, NULL, 0 }, /* P_HEALING */
{ 0, NULL, 0 }, /* P_MFIND */
{ 0, NULL, 0 }, /* P_TFIND */
{ 0, NULL, 0 }, /* P_RAISE */
{ 0, NULL, 0 }, /* P_XHEAL */
{ 0, NULL, 0 }, /* P_HASTE */
{ 0, NULL, 0 }, /* P_RESTORE */
{ ISBLIND, sight, SEEDURATION, /* P_BLIND */
"oh, bummer! Everything is dark! Help!",
"a cloak of darkness falls around you" },
{ ISLEVIT, land, HEALTIME, /* P_LEVIT */
"oh, wow! You're floating in the air!",
"you start to float in the air" }
};
/*
* quaff:
* Quaff a potion from the pack
*/
void
quaff()
{
THING *obj, *tp, *mp;
bool discardit = FALSE;
bool show, trip;
obj = get_item("quaff", POTION);
/*
* Make certain that it is somethings that we want to drink
*/
if (obj == NULL)
return;
if (obj->o_type != POTION)
{
if (!terse)
msg("yuk! Why would you want to drink that?");
else
msg("that's undrinkable");
return;
}
if (obj == cur_weapon)
cur_weapon = NULL;
/*
* Calculate the effect it has on the poor guy.
*/
trip = on(player, ISHALU);
discardit = (bool)(obj->o_count == 1);
leave_pack(obj, FALSE, FALSE);
switch (obj->o_which)
{
case P_CONFUSE:
do_pot(P_CONFUSE, !trip);
when P_POISON:
pot_info[P_POISON].oi_know = TRUE;
if (ISWEARING(R_SUSTSTR))
msg("you feel momentarily sick");
else
{
chg_str(-(rnd(3) + 1));
msg("you feel very sick now");
come_down();
}
when P_HEALING:
pot_info[P_HEALING].oi_know = TRUE;
if ((pstats.s_hpt += roll(pstats.s_lvl, 4)) > max_hp)
pstats.s_hpt = ++max_hp;
sight();
msg("you begin to feel better");
when P_STRENGTH:
pot_info[P_STRENGTH].oi_know = TRUE;
chg_str(1);
msg("you feel stronger, now. What bulging muscles!");
when P_MFIND:
player.t_flags |= SEEMONST;
fuse((void(*)())turn_see, TRUE, HUHDURATION, AFTER);
if (!turn_see(FALSE))
msg("you have a %s feeling for a moment, then it passes",
choose_str("normal", "strange"));
when P_TFIND:
/*
* Potion of magic detection. Show the potions and scrolls
*/
show = FALSE;
if (lvl_obj != NULL)
{
wclear(hw);
for (tp = lvl_obj; tp != NULL; tp = next(tp))
{
if (is_magic(tp))
{
show = TRUE;
wmove(hw, tp->o_pos.y, tp->o_pos.x);
waddch(hw, MAGIC);
pot_info[P_TFIND].oi_know = TRUE;
}
}
for (mp = mlist; mp != NULL; mp = next(mp))
{
for (tp = mp->t_pack; tp != NULL; tp = next(tp))
{
if (is_magic(tp))
{
show = TRUE;
wmove(hw, mp->t_pos.y, mp->t_pos.x);
waddch(hw, MAGIC);
}
}
}
}
if (show)
{
pot_info[P_TFIND].oi_know = TRUE;
show_win("You sense the presence of magic on this level.--More--");
}
else
msg("you have a %s feeling for a moment, then it passes",
choose_str("normal", "strange"));
when P_LSD:
if (!trip)
{
if (on(player, SEEMONST))
turn_see(FALSE);
start_daemon(visuals, 0, BEFORE);
seenstairs = seen_stairs();
}
do_pot(P_LSD, TRUE);
when P_SEEINVIS:
sprintf(prbuf, "this potion tastes like %s juice", fruit);
show = on(player, CANSEE);
do_pot(P_SEEINVIS, FALSE);
if (!show)
invis_on();
sight();
when P_RAISE:
pot_info[P_RAISE].oi_know = TRUE;
msg("you suddenly feel much more skillful");
raise_level();
when P_XHEAL:
pot_info[P_XHEAL].oi_know = TRUE;
if ((pstats.s_hpt += roll(pstats.s_lvl, 8)) > max_hp)
{
if (pstats.s_hpt > max_hp + pstats.s_lvl + 1)
++max_hp;
pstats.s_hpt = ++max_hp;
}
sight();
come_down();
msg("you begin to feel much better");
when P_HASTE:
pot_info[P_HASTE].oi_know = TRUE;
after = FALSE;
if (add_haste(TRUE))
msg("you feel yourself moving much faster");
when P_RESTORE:
if (ISRING(LEFT, R_ADDSTR))
add_str(&pstats.s_str, -cur_ring[LEFT]->o_arm);
if (ISRING(RIGHT, R_ADDSTR))
add_str(&pstats.s_str, -cur_ring[RIGHT]->o_arm);
if (pstats.s_str < max_stats.s_str)
pstats.s_str = max_stats.s_str;
if (ISRING(LEFT, R_ADDSTR))
add_str(&pstats.s_str, cur_ring[LEFT]->o_arm);
if (ISRING(RIGHT, R_ADDSTR))
add_str(&pstats.s_str, cur_ring[RIGHT]->o_arm);
msg("hey, this tastes great. It make you feel warm all over");
when P_BLIND:
do_pot(P_BLIND, TRUE);
when P_LEVIT:
do_pot(P_LEVIT, TRUE);
#ifdef MASTER
otherwise:
msg("what an odd tasting potion!");
return;
#endif
}
status();
/*
* Throw the item away
*/
call_it(&pot_info[obj->o_which]);
if (discardit)
discard(obj);
return;
}
/*
* is_magic:
* Returns true if an object radiates magic
*/
bool
is_magic(THING *obj)
{
switch (obj->o_type)
{
case ARMOR:
return (bool)((obj->o_flags&ISPROT) || obj->o_arm != a_class[obj->o_which]);
case WEAPON:
return (bool)(obj->o_hplus != 0 || obj->o_dplus != 0);
case POTION:
case SCROLL:
case STICK:
case RING:
case AMULET:
return TRUE;
}
return FALSE;
}
/*
* invis_on:
* Turn on the ability to see invisible
*/
void
invis_on()
{
THING *mp;
player.t_flags |= CANSEE;
for (mp = mlist; mp != NULL; mp = next(mp))
if (on(*mp, ISINVIS) && see_monst(mp) && !on(player, ISHALU))
mvaddch(mp->t_pos.y, mp->t_pos.x, mp->t_disguise);
}
/*
* turn_see:
* Put on or off seeing monsters on this level
*/
bool
turn_see(bool turn_off)
{
THING *mp;
bool can_see, add_new;
add_new = FALSE;
for (mp = mlist; mp != NULL; mp = next(mp))
{
move(mp->t_pos.y, mp->t_pos.x);
can_see = see_monst(mp);
if (turn_off)
{
if (!can_see)
addch(mp->t_oldch);
}
else
{
if (!can_see)
standout();
if (!on(player, ISHALU))
addch(mp->t_type);
else
addch(rnd(26) + 'A');
if (!can_see)
{
standend();
add_new++;
}
}
}
if (turn_off)
player.t_flags &= ~SEEMONST;
else
player.t_flags |= SEEMONST;
return add_new;
}
/*
* seen_stairs:
* Return TRUE if the player has seen the stairs
*/
bool
seen_stairs()
{
THING *tp;
move(stairs.y, stairs.x);
if (inch() == STAIRS) /* it's on the map */
return TRUE;
if (ce(hero, stairs)) /* It's under him */
return TRUE;
/*
* if a monster is on the stairs, this gets hairy
*/
if ((tp = moat(stairs.y, stairs.x)) != NULL)
{
if (see_monst(tp) && on(*tp, ISRUN)) /* if it's visible and awake */
return TRUE; /* it must have moved there */
if (on(player, SEEMONST) /* if she can detect monster */
&& tp->t_oldch == STAIRS) /* and there once were stairs */
return TRUE; /* it must have moved there */
}
return FALSE;
}
/*
* raise_level:
* The guy just magically went up a level.
*/
void
raise_level()
{
pstats.s_exp = e_levels[pstats.s_lvl-1] + 1L;
check_level();
}
/*
* do_pot:
* Do a potion with standard setup. This means it uses a fuse and
* turns on a flag
*/
void
do_pot(int type, bool knowit)
{
PACT *pp;
int t;
pp = &p_actions[type];
if (!pot_info[type].oi_know)
pot_info[type].oi_know = knowit;
t = spread(pp->pa_time);
if (!on(player, pp->pa_flags))
{
player.t_flags |= pp->pa_flags;
fuse(pp->pa_daemon, 0, t, AFTER);
look(FALSE);
}
else
lengthen(pp->pa_daemon, t);
msg(choose_str(pp->pa_high, pp->pa_straight));
}

204
rings.c
View File

@@ -1,204 +0,0 @@
/*
* Routines dealing specifically with rings
*
* @(#)rings.c 4.19 (Berkeley) 05/29/83
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <curses.h>
#include "rogue.h"
/*
* ring_on:
* Put a ring on a hand
*/
void
ring_on()
{
THING *obj;
int ring;
obj = get_item("put on", RING);
/*
* Make certain that it is somethings that we want to wear
*/
if (obj == NULL)
return;
if (obj->o_type != RING)
{
if (!terse)
msg("it would be difficult to wrap that around a finger");
else
msg("not a ring");
return;
}
/*
* find out which hand to put it on
*/
if (is_current(obj))
return;
if (cur_ring[LEFT] == NULL && cur_ring[RIGHT] == NULL)
{
if ((ring = gethand()) < 0)
return;
}
else if (cur_ring[LEFT] == NULL)
ring = LEFT;
else if (cur_ring[RIGHT] == NULL)
ring = RIGHT;
else
{
if (!terse)
msg("you already have a ring on each hand");
else
msg("wearing two");
return;
}
cur_ring[ring] = obj;
/*
* Calculate the effect it has on the poor guy.
*/
switch (obj->o_which)
{
case R_ADDSTR:
chg_str(obj->o_arm);
break;
case R_SEEINVIS:
invis_on();
break;
case R_AGGR:
aggravate();
break;
}
if (!terse)
addmsg("you are now wearing ");
msg("%s (%c)", inv_name(obj, TRUE), obj->o_packch);
}
/*
* ring_off:
* take off a ring
*/
void
ring_off()
{
int ring;
THING *obj;
if (cur_ring[LEFT] == NULL && cur_ring[RIGHT] == NULL)
{
if (terse)
msg("no rings");
else
msg("you aren't wearing any rings");
return;
}
else if (cur_ring[LEFT] == NULL)
ring = RIGHT;
else if (cur_ring[RIGHT] == NULL)
ring = LEFT;
else
if ((ring = gethand()) < 0)
return;
mpos = 0;
obj = cur_ring[ring];
if (obj == NULL)
{
msg("not wearing such a ring");
return;
}
if (dropcheck(obj))
msg("was wearing %s(%c)", inv_name(obj, TRUE), obj->o_packch);
}
/*
* gethand:
* Which hand is the hero interested in?
*/
int
gethand()
{
int c;
for (;;)
{
if (terse)
msg("left or right ring? ");
else
msg("left hand or right hand? ");
if ((c = readchar()) == ESCAPE)
return -1;
mpos = 0;
if (c == 'l' || c == 'L')
return LEFT;
else if (c == 'r' || c == 'R')
return RIGHT;
if (terse)
msg("L or R");
else
msg("please type L or R");
}
}
/*
* ring_eat:
* How much food does this ring use up?
*/
int
ring_eat(int hand)
{
THING *ring;
int eat;
static int uses[] = {
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 */
};
if ((ring = cur_ring[hand]) == NULL)
return 0;
if ((eat = uses[ring->o_which]) < 0)
eat = (rnd(-eat) == 0);
if (ring->o_which == R_DIGEST)
eat = -eat;
return eat;
}
/*
* ring_num:
* Print ring bonuses
*/
char *
ring_num(THING *obj)
{
static char buf[10];
if (!(obj->o_flags & ISKNOW))
return "";
switch (obj->o_which)
{
case R_PROTECT:
case R_ADDSTR:
case R_ADDDAM:
case R_ADDHIT:
sprintf(buf, " [%s]", num(obj->o_arm, 0, RING));
otherwise:
return "";
}
return buf;
}

448
rip.c
View File

@@ -1,448 +0,0 @@
/*
* File for the fun ends
* Death or a total win
*
* @(#)rip.c 4.57 (Berkeley) 02/05/99
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <signal.h>
#include <sys/types.h>
#include <ctype.h>
#include <fcntl.h>
#include <curses.h>
#include "rogue.h"
#include "score.h"
static char *rip[] = {
" __________\n",
" / \\\n",
" / REST \\\n",
" / IN \\\n",
" / PEACE \\\n",
" / \\\n",
" | |\n",
" | |\n",
" | killed by a |\n",
" | |\n",
" | 1980 |\n",
" *| * * * | *\n",
" ________)/\\\\_//(\\/(/\\)/\\//\\/|_)_______\n",
0
};
/*
* score:
* Figure score and post it.
*/
/* VARARGS2 */
void
score(int amount, int flags, char monst)
{
SCORE *scp;
int i;
SCORE *sc2;
SCORE *top_ten, *endp;
# ifdef MASTER
int prflags = 0;
# endif
void (*fp)(int);
unsigned int uid;
static char *reason[] = {
"killed",
"quit",
"A total winner",
"killed with Amulet"
};
start_score();
if (flags >= 0
#ifdef MASTER
|| wizard
#endif
)
{
mvaddstr(LINES - 1, 0 , "[Press return to continue]");
refresh();
wgetnstr(stdscr,prbuf,80);
endwin();
printf("\n");
resetltchars();
/*
* free up space to "guarantee" there is space for the top_ten
*/
delwin(stdscr);
delwin(curscr);
if (hw != NULL)
delwin(hw);
}
top_ten = (SCORE *) malloc(numscores * sizeof (SCORE));
endp = &top_ten[numscores];
for (scp = top_ten; scp < endp; scp++)
{
scp->sc_score = 0;
for (i = 0; i < MAXSTR; i++)
scp->sc_name[i] = (unsigned char) rnd(255);
scp->sc_flags = RN;
scp->sc_level = RN;
scp->sc_monster = (unsigned short) RN;
scp->sc_uid = RN;
}
signal(SIGINT, SIG_DFL);
#ifdef MASTER
if (wizard)
if (strcmp(prbuf, "names") == 0)
prflags = 1;
else if (strcmp(prbuf, "edit") == 0)
prflags = 2;
#endif
rd_score(top_ten);
/*
* Insert her in list if need be
*/
sc2 = NULL;
if (!noscore)
{
uid = md_getuid();
for (scp = top_ten; scp < endp; scp++)
if (amount > scp->sc_score)
break;
else if (!allscore && /* only one score per nowin uid */
flags != 2 && scp->sc_uid == uid && scp->sc_flags != 2)
scp = endp;
if (scp < endp)
{
if (flags != 2 && !allscore)
{
for (sc2 = scp; sc2 < endp; sc2++)
{
if (sc2->sc_uid == uid && sc2->sc_flags != 2)
break;
}
if (sc2 >= endp)
sc2 = endp - 1;
}
else
sc2 = endp - 1;
while (sc2 > scp)
{
*sc2 = sc2[-1];
sc2--;
}
scp->sc_score = amount;
strncpy(scp->sc_name, whoami, MAXSTR);
scp->sc_flags = flags;
if (flags == 2)
scp->sc_level = max_level;
else
scp->sc_level = level;
scp->sc_monster = monst;
scp->sc_uid = uid;
sc2 = scp;
}
}
/*
* Print the list
*/
if (flags != -1)
putchar('\n');
printf("Top %s %s:\n", Numname, allscore ? "Scores" : "Rogueists");
printf(" Score Name\n");
for (scp = top_ten; scp < endp; scp++)
{
if (scp->sc_score) {
if (sc2 == scp)
md_raw_standout();
printf("%2d %5d %s: %s on level %d", (int) (scp - top_ten + 1),
scp->sc_score, scp->sc_name, reason[scp->sc_flags],
scp->sc_level);
if (scp->sc_flags == 0 || scp->sc_flags == 3)
printf(" by %s", killname((char) scp->sc_monster, TRUE));
#ifdef MASTER
if (prflags == 1)
{
printf(" (%s)", md_getrealname(scp->sc_uid));
}
else if (prflags == 2)
{
fflush(stdout);
(void) fgets(prbuf,10,stdin);
if (prbuf[0] == 'd')
{
for (sc2 = scp; sc2 < endp - 1; sc2++)
*sc2 = *(sc2 + 1);
sc2 = endp - 1;
sc2->sc_score = 0;
for (i = 0; i < MAXSTR; i++)
sc2->sc_name[i] = (char) rnd(255);
sc2->sc_flags = RN;
sc2->sc_level = RN;
sc2->sc_monster = (unsigned short) RN;
scp--;
}
}
else
#endif /* MASTER */
printf(".");
if (sc2 == scp)
md_raw_standend();
putchar('\n');
}
else
break;
}
/*
* Update the list file
*/
if (sc2 != NULL)
{
if (lock_sc())
{
fp = signal(SIGINT, SIG_IGN);
wr_score(top_ten);
unlock_sc();
signal(SIGINT, fp);
}
}
}
/*
* death:
* Do something really fun when he dies
*/
void
death(char monst)
{
char **dp, *killer;
struct tm *lt;
static time_t date;
signal(SIGINT, SIG_IGN);
purse -= purse / 10;
signal(SIGINT, leave);
clear();
killer = killname(monst, FALSE);
if (!tombstone)
{
mvprintw(LINES - 2, 0, "Killed by ");
killer = killname(monst, FALSE);
if (monst != 's' && monst != 'h')
printw("a%s ", vowelstr(killer));
printw("%s with %d gold", killer, purse);
}
else
{
time(&date);
lt = localtime(&date);
move(8, 0);
dp = rip;
while (*dp)
addstr(*dp++);
mvaddstr(17, center(killer), killer);
if (monst == 's' || monst == 'h')
mvaddch(16, 32, ' ');
else
mvaddstr(16, 33, vowelstr(killer));
mvaddstr(14, center(whoami), whoami);
sprintf(prbuf, "%d Au", purse);
move(15, center(prbuf));
addstr(prbuf);
sprintf(prbuf, "%4d", 1900+lt->tm_year);
mvaddstr(18, 26, prbuf);
}
move(LINES - 1, 0);
refresh();
score(purse, amulet ? 3 : 0, monst);
printf("[Press return to continue]");
fflush(stdout);
(void) fgets(prbuf,10,stdin);
my_exit(0);
}
/*
* center:
* Return the index to center the given string
*/
int
center(char *str)
{
return 28 - (((int)strlen(str) + 1) / 2);
}
/*
* total_winner:
* Code for a winner
*/
void
total_winner()
{
THING *obj;
struct obj_info *op;
int worth = 0;
int oldpurse;
clear();
standout();
addstr(" \n");
addstr(" @ @ @ @ @ @@@ @ @ \n");
addstr(" @ @ @@ @@ @ @ @ @ \n");
addstr(" @ @ @@@ @ @ @ @ @ @@@ @@@@ @@@ @ @@@ @ \n");
addstr(" @@@@ @ @ @ @ @ @ @ @ @ @ @ @ @ @ \n");
addstr(" @ @ @ @ @ @ @ @@@@ @ @ @@@@@ @ @ @ \n");
addstr(" @ @ @ @ @ @@ @ @ @ @ @ @ @ @ @ @ \n");
addstr(" @@@ @@@ @@ @ @ @ @@@@ @@@@ @@@ @@@ @@ @ \n");
addstr(" \n");
addstr(" Congratulations, you have made it to the light of day! \n");
standend();
addstr("\nYou have joined the elite ranks of those who have escaped the\n");
addstr("Dungeons of Doom alive. You journey home and sell all your loot at\n");
addstr("a great profit and are admitted to the Fighters' Guild.\n");
mvaddstr(LINES - 1, 0, "--Press space to continue--");
refresh();
wait_for(' ');
clear();
mvaddstr(0, 0, " Worth Item\n");
oldpurse = purse;
for (obj = pack; obj != NULL; obj = next(obj))
{
switch (obj->o_type)
{
case FOOD:
worth = 2 * obj->o_count;
when WEAPON:
worth = weap_info[obj->o_which].oi_worth;
worth *= 3 * (obj->o_hplus + obj->o_dplus) + obj->o_count;
obj->o_flags |= ISKNOW;
when ARMOR:
worth = arm_info[obj->o_which].oi_worth;
worth += (9 - obj->o_arm) * 100;
worth += (10 * (a_class[obj->o_which] - obj->o_arm));
obj->o_flags |= ISKNOW;
when SCROLL:
worth = scr_info[obj->o_which].oi_worth;
worth *= obj->o_count;
op = &scr_info[obj->o_which];
if (!op->oi_know)
worth /= 2;
op->oi_know = TRUE;
when POTION:
worth = pot_info[obj->o_which].oi_worth;
worth *= obj->o_count;
op = &pot_info[obj->o_which];
if (!op->oi_know)
worth /= 2;
op->oi_know = TRUE;
when RING:
op = &ring_info[obj->o_which];
worth = op->oi_worth;
if (obj->o_which == R_ADDSTR || obj->o_which == R_ADDDAM ||
obj->o_which == R_PROTECT || obj->o_which == R_ADDHIT)
{
if (obj->o_arm > 0)
worth += obj->o_arm * 100;
else
worth = 10;
}
if (!(obj->o_flags & ISKNOW))
worth /= 2;
obj->o_flags |= ISKNOW;
op->oi_know = TRUE;
when STICK:
op = &ws_info[obj->o_which];
worth = op->oi_worth;
worth += 20 * obj->o_charges;
if (!(obj->o_flags & ISKNOW))
worth /= 2;
obj->o_flags |= ISKNOW;
op->oi_know = TRUE;
when AMULET:
worth = 1000;
}
if (worth < 0)
worth = 0;
printw("%c) %5d %s\n", obj->o_packch, worth, inv_name(obj, FALSE));
purse += worth;
}
printw(" %5d Gold Pieces ", oldpurse);
refresh();
score(purse, 2, ' ');
my_exit(0);
}
/*
* killname:
* Convert a code to a monster name
*/
char *
killname(char monst, bool doart)
{
struct h_list *hp;
char *sp;
bool article;
static struct h_list nlist[] = {
{'a', "arrow", TRUE},
{'b', "bolt", TRUE},
{'d', "dart", TRUE},
{'h', "hypothermia", FALSE},
{'s', "starvation", FALSE},
{'\0'}
};
if (isupper(monst))
{
sp = monsters[monst-'A'].m_name;
article = TRUE;
}
else
{
sp = "Wally the Wonder Badger";
article = FALSE;
for (hp = nlist; hp->h_ch; hp++)
if (hp->h_ch == monst)
{
sp = hp->h_desc;
article = hp->h_print;
break;
}
}
if (doart && article)
sprintf(prbuf, "a%s ", vowelstr(sp));
else
prbuf[0] = '\0';
strcat(prbuf, sp);
return prbuf;
}
/*
* death_monst:
* Return a monster appropriate for a random death.
*/
char
death_monst()
{
static char poss[] =
{
'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L',
'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X',
'Y', 'Z', 'a', 'b', 'h', 'd', 's',
' ' /* This is provided to generate the "Wally the Wonder Badger"
message for killer */
};
return poss[rnd(sizeof poss / sizeof (char))];
}

View File

@@ -1,96 +0,0 @@
.\"
.\" @(#)rogue.6 6.2 (Berkeley) 5/6/86
.\"
.\" Rogue: Exploring the Dungeons of Doom
.\" Copyright (C) 1980-1983, 1985, 1986 Michael Toy, Ken Arnold and Glenn Wichman
.\" All rights reserved.
.\"
.\" See the file LICENSE.TXT for full copyright and licensing information.
.\"
.TH ROGUE 6 "May 6, 1986"
.UC 4
.SH NAME
rogue \- Exploring The Dungeons of Doom
.SH SYNOPSIS
.B @PROGRAM@
[
.B \-r
]
[
.I save_file
]
[
.B \-s
]
[
.B \-d
]
.SH DESCRIPTION
.PP
.I Rogue
is a computer fantasy game with a new twist. It is crt oriented and the
object of the game is to survive the attacks of various monsters and get
a lot of gold, rather than the puzzle solving orientation of most computer
fantasy games.
.PP
To get started you really only need to know two commands. The command
.B ?
will give you a list of the available commands and the command
.B /
will identify the things you see on the screen.
.PP
To win the game (as opposed to merely playing to beat other people's high
scores) you must locate the Amulet of Yendor which is somewhere below
the 20th level of the dungeon and get it out. Nobody has achieved this
yet and if somebody does, they will probably go down in history as a hero
among heroes.
.PP
When the game ends, either by your death, when you quit, or if you (by
some miracle) manage to win,
.I rogue
will give you a list of the top-ten scorers. The scoring is based entirely
upon how much gold you get. There is a 10% penalty for getting yourself
killed.
.PP
If
.I save_file
is specified,
rogue will be restored from the specified saved game file.
If the
.B \-r
option is used, the save game file is presumed to be the default.
.PP
The
.B \-s
option will print out the list of scores.
.PP
The
.B \-d
option will kill you and try to add you to the score file.
.PP
For more detailed directions, read the document
.I "A Guide to the Dungeons of Doom."
.SH AUTHORS
Michael C. Toy,
Kenneth C. R. C. Arnold,
Glenn Wichman
.SH FILES
.DT
.ta \w'@SCOREFILE@\ \ \ 'u
@SCOREFILE@ Score file
.br
\fB~\fP/rogue.save Default save file
.SH SEE ALSO
Michael C. Toy
and
Kenneth C. R. C. Arnold,
.I "A guide to the Dungeons of Doom"
.SH BUGS
.PP
Probably infinite
(although countably infinite).
However,
that Ice Monsters sometimes transfix you permanently is
.I not
a bug.
It's a feature.

View File

@@ -1,61 +0,0 @@
ROGUE(6) ROGUE(6)
NAME
rogue - Exploring The Dungeons of Doom
SYNOPSIS
@PROGRAM@ [ -r ] [ save_file ] [ -s ] [ -d ]
DESCRIPTION
Rogue is a computer fantasy game with a new twist. It is crt oriented
and the object of the game is to survive the attacks of various mon-
sters and get a lot of gold, rather than the puzzle solving orientation
of most computer fantasy games.
To get started you really only need to know two commands. The command
? will give you a list of the available commands and the command /
will identify the things you see on the screen.
To win the game (as opposed to merely playing to beat other people's
high scores) you must locate the Amulet of Yendor which is somewhere
below the 20th level of the dungeon and get it out. Nobody has
achieved this yet and if somebody does, they will probably go down in
history as a hero among heroes.
When the game ends, either by your death, when you quit, or if you (by
some miracle) manage to win, rogue will give you a list of the top-ten
scorers. The scoring is based entirely upon how much gold you get.
There is a 10% penalty for getting yourself killed.
If save_file is specified, rogue will be restored from the specified
saved game file. If the -r option is used, the save game file is pre-
sumed to be the default.
The -s option will print out the list of scores.
The -d option will kill you and try to add you to the score file.
For more detailed directions, read the document A Guide to the Dungeons
of Doom.
AUTHORS
Michael C. Toy, Kenneth C. R. C. Arnold, Glenn Wichman
FILES
@SCOREFILE@ Score file
~/rogue.save Default save file
SEE ALSO
Michael C. Toy and Kenneth C. R. C. Arnold, A guide to the Dungeons of
Doom
BUGS
Probably infinite (although countably infinite). However, that Ice
Monsters sometimes transfix you permanently is not a bug. It's a fea-
ture.
4th Berkeley Distribution May 6, 1986 ROGUE(6)

View File

@@ -1,858 +0,0 @@
A Guide to the Dungeons of Doom
Michael C. Toy
Kenneth C. R. C. Arnold
Computer Systems Research Group
Department of Electrical Engineering and Computer Science
University of California
Berkeley, California 94720
ABSTRACT
Rogue is a visual CRT based fantasy game which runs
under the UNIX timesharing system. This paper de-
scribes how to play rogue, and gives a few hints for
those who might otherwise get lost in the Dungeons
of Doom.
1. Introduction
You have just finished your years as a student at the
local fighter's guild. After much practice and sweat you
have finally completed your training and are ready to embark
upon a perilous adventure. As a test of your skills, the
local guildmasters have sent you into the Dungeons of Doom.
Your task is to return with the Amulet of Yendor. Your
reward for the completion of this task will be a full mem-
bership in the local guild. In addition, you are allowed to
keep all the loot you bring back from the dungeons.
In preparation for your journey, you are given an
enchanted mace, a bow, and a quiver of arrows taken from a
dragon's hoard in the far off Dark Mountains. You are also
outfitted with elf-crafted armor and given enough food to
reach the dungeons. You say goodbye to family and friends
for what may be the last time and head up the road.
You set out on your way to the dungeons and after sev-
eral days of uneventful travel, you see the ancient ruins
that mark the entrance to the Dungeons of Doom. It is late
at night, so you make camp at the entrance and spend the
____________________
UNIX is a trademark of Bell Laboratories
USD:33-2 A Guide to the Dungeons of Doom
night sleeping under the open skies. In the morning you
gather your weapons, put on your armor, eat what is almost
your last food, and enter the dungeons.
2. What is going on here?
You have just begun a game of rogue. Your goal is to
grab as much treasure as you can, find the Amulet of Yendor,
and get out of the Dungeons of Doom alive. On the screen, a
map of where you have been and what you have seen on the
current dungeon level is kept. As you explore more of the
level, it appears on the screen in front of you.
Rogue differs from most computer fantasy games in that
it is screen oriented. Commands are all one or two
keystrokes1 and the results of your commands are displayed
graphically on the screen rather than being explained in
words.2
Another major difference between rogue and other com-
puter fantasy games is that once you have solved all the
puzzles in a standard fantasy game, it has lost most of its
excitement and it ceases to be fun. Rogue, on the other
hand, generates a new dungeon every time you play it and
even the author finds it an entertaining and exciting game.
3. What do all those things on the screen mean?
In order to understand what is going on in rogue you
have to first get some grasp of what rogue is doing with the
screen. The rogue screen is intended to replace the "You
can see ..." descriptions of standard fantasy games. Figure
1 is a sample of what a rogue screen might look like.
3.1. The bottom line
At the bottom line of the screen are a few pieces of
cryptic information describing your current status. Here is
an explanation of what these things mean:
Level This number indicates how deep you have gone in the
dungeon. It starts at one and goes up as you go
deeper into the dungeon.
Gold The number of gold pieces you have managed to find
and keep with you so far.
____________________
1 As opposed to pseudo English sentences.
2 A minimum screen size of 24 lines by 80 columns is re-
quired. If the screen is larger, only the 24x80 section
will be used for the map.
A Guide to the Dungeons of Doom USD:33-3
____________________________________________________________
------------
|..........+
|..@....]..|
|....B.....|
|..........|
-----+------
Level: 1 Gold: 0 Hp: 12(12) Str: 16(16) Arm: 4 Exp: 1/0
Figure 1
____________________________________________________________
Hp Your current and maximum health points. Health
points indicate how much damage you can take before
you die. The more you get hit in a fight, the lower
they get. You can regain health points by resting.
The number in parentheses is the maximum number your
health points can reach.
Str Your current strength and maximum ever strength.
This can be any integer less than or equal to 31, or
greater than or equal to three. The higher the num-
ber, the stronger you are. The number in the paren-
theses is the maximum strength you have attained so
far this game.
Arm Your current armor protection. This number indicates
how effective your armor is in stopping blows from
unfriendly creatures. The higher this number is, the
more effective the armor.
Exp These two numbers give your current experience level
and experience points. As you do things, you gain
experience points. At certain experience point
totals, you gain an experience level. The more expe-
rienced you are, the better you are able to fight and
to withstand magical attacks.
3.2. The top line
The top line of the screen is reserved for printing
messages that describe things that are impossible to repre-
sent visually. If you see a "--More--" on the top line,
this means that rogue wants to print another message on the
screen, but it wants to make certain that you have read the
one that is there first. To read the next message, just
USD:33-4 A Guide to the Dungeons of Doom
type a space.
3.3. The rest of the screen
The rest of the screen is the map of the level as you
have explored it so far. Each symbol on the screen repre-
sents something. Here is a list of what the various symbols
mean:
@ This symbol represents you, the adventurer.
-| These symbols represent the walls of rooms.
+ A door to/from a room.
. The floor of a room.
# The floor of a passage between rooms.
* A pile or pot of gold.
) A weapon of some sort.
] A piece of armor.
! A flask containing a magic potion.
? A piece of paper, usually a magic scroll.
= A ring with magic properties
/ A magical staff or wand
^ A trap, watch out for these.
% A staircase to other levels
: A piece of food.
A-Z The uppercase letters represent the various inhabitants
of the Dungeons of Doom. Watch out, they can be nasty
and vicious.
4. Commands
Commands are given to rogue by typing one or two char-
acters. Most commands can be preceded by a count to repeat
them (e.g. typing "10s" will do ten searches). Commands for
which counts make no sense have the count ignored. To can-
cel a count or a prefix, type <ESCAPE>. The list of com-
mands is rather long, but it can be read at any time during
the game with the "?" command. Here it is for reference,
with a short explanation of each command.
A Guide to the Dungeons of Doom USD:33-5
? The help command. Asks for a character to give help
on. If you type a "*", it will list all the commands,
otherwise it will explain what the character you typed
does.
/ This is the "What is that on the screen?" command. A
"/" followed by any character that you see on the
level, will tell you what that character is. For
instance, typing "/@" will tell you that the "@" symbol
represents you, the player.
h, H, ^H
Move left. You move one space to the left. If you use
upper case "h", you will continue to move left until
you run into something. This works for all movement
commands (e.g. "L" means run in direction "l") If you
use the "control" "h", you will continue moving in the
specified direction until you pass something interest-
ing or run into a wall. You should experiment with
this, since it is a very useful command, but very dif-
ficult to describe. This also works for all movement
commands.
j Move down.
k Move up.
l Move right.
y Move diagonally up and left.
u Move diagonally up and right.
b Move diagonally down and left.
n Move diagonally down and right.
t Throw an object. This is a prefix command. When fol-
lowed with a direction it throws an object in the spec-
ified direction. (e.g. type "th" to throw something to
the left.)
f Fight until someone dies. When followed with a direc-
tion this will force you to fight the creature in that
direction until either you or it bites the big one.
m Move onto something without picking it up. This will
move you one space in the direction you specify and, if
there is an object there you can pick up, it won't do
it.
z Zap prefix. Point a staff or wand in a given direction
and fire it. Even non-directional staves must be
USD:33-6 A Guide to the Dungeons of Doom
pointed in some direction to be used.
^ Identify trap command. If a trap is on your map and
you can't remember what type it is, you can get rogue
to remind you by getting next to it and typing "^" fol-
lowed by the direction that would move you on top of
it.
s Search for traps and secret doors. Examine each space
immediately adjacent to you for the existence of a trap
or secret door. There is a large chance that even if
there is something there, you won't find it, so you
might have to search a while before you find something.
> Climb down a staircase to the next level. Not surpris-
ingly, this can only be done if you are standing on
staircase.
< Climb up a staircase to the level above. This can't be
done without the Amulet of Yendor in your possession.
. Rest. This is the "do nothing" command. This is good
for waiting and healing.
, Pick up something. This picks up whatever you are cur-
rently standing on, if you are standing on anything at
all.
i Inventory. List what you are carrying in your pack.
I Selective inventory. Tells you what a single item in
your pack is.
q Quaff one of the potions you are carrying.
r Read one of the scrolls in your pack.
e Eat food from your pack.
w Wield a weapon. Take a weapon out of your pack and
carry it for use in combat, replacing the one you are
currently using (if any).
W Wear armor. You can only wear one suit of armor at a
time. This takes extra time.
T Take armor off. You can't remove armor that is cursed.
This takes extra time.
P Put on a ring. You can wear only two rings at a time
(one on each hand). If you aren't wearing any rings,
this command will ask you which hand you want to wear
it on, otherwise, it will place it on the unused hand.
A Guide to the Dungeons of Doom USD:33-7
The program assumes that you wield your sword in your
right hand.
R Remove a ring. If you are only wearing one ring, this
command takes it off. If you are wearing two, it will
ask you which one you wish to remove,
d Drop an object. Take something out of your pack and
leave it lying on the floor. Only one object can
occupy each space. You cannot drop a cursed object at
all if you are wielding or wearing it.
c Call an object something. If you have a type of object
in your pack which you wish to remember something
about, you can use the call command to give a name to
that type of object. This is usually used when you
figure out what a potion, scroll, ring, or staff is
after you pick it up, or when you want to remember
which of those swords in your pack you were wielding.
D Print out which things you've discovered something
about. This command will ask you what type of thing
you are interested in. If you type the character for a
given type of object (e.g. "!" for potion) it will
tell you which kinds of that type of object you've dis-
covered (i.e., figured out what they are). This com-
mand works for potions, scrolls, rings, and staves and
wands.
o Examine and set options. This command is further
explained in the section on options.
^R Redraws the screen. Useful if spurious messages or
transmission errors have messed up the display.
^P Print last message. Useful when a message disappears
before you can read it. This only repeats the last
message that was not a mistyped command so that you
don't loose anything by accidentally typing the wrong
character instead of ^P.
<ESCAPE>
Cancel a command, prefix, or count.
! Escape to a shell for some commands.
Q Quit. Leave the game.
S Save the current game in a file. It will ask you
whether you wish to use the default save file. Caveat:
Rogue won't let you start up a copy of a saved game,
and it removes the save file as soon as you start up a
restored game. This is to prevent people from saving a
USD:33-8 A Guide to the Dungeons of Doom
game just before a dangerous position and then restart-
ing it if they die. To restore a saved game, give the
file name as an argument to rogue. As in
% rogue save_file
To restart from the default save file (see below), run
% rogue -r
v Prints the program version number.
) Print the weapon you are currently wielding
] Print the armor you are currently wearing
= Print the rings you are currently wearing
@ Reprint the status line on the message line
5. Rooms
Rooms in the dungeons are either lit or dark. If you
walk into a lit room, the entire room will be drawn on the
screen as soon as you enter. If you walk into a dark room,
it will only be displayed as you explore it. Upon leaving a
room, all monsters inside the room are erased from the
screen. In the darkness you can only see one space in all
directions around you. A corridor is always dark.
6. Fighting
If you see a monster and you wish to fight it, just
attempt to run into it. Many times a monster you find will
mind its own business unless you attack it. It is often the
case that discretion is the better part of valor.
7. Objects you can find
When you find something in the dungeon, it is common to
want to pick the object up. This is accomplished in rogue
by walking over the object (unless you use the "m" prefix,
see above). If you are carrying too many things, the pro-
gram will tell you and it won't pick up the object, other-
wise it will add it to your pack and tell you what you just
picked up.
Many of the commands that operate on objects must
prompt you to find out which object you want to use. If you
change your mind and don't want to do that command after
all, just type an <ESCAPE> and the command will be aborted.
Some objects, like armor and weapons, are easily dif-
ferentiated. Others, like scrolls and potions, are given
labels which vary according to type. During a game, any two
A Guide to the Dungeons of Doom USD:33-9
of the same kind of object with the same label are the same
type. However, the labels will vary from game to game.
When you use one of these labeled objects, if its
effect is obvious, rogue will remember what it is for you.
If it's effect isn't extremely obvious you will be asked
what you want to scribble on it so you will recognize it
later, or you can use the "call" command (see above).
7.1. Weapons
Some weapons, like arrows, come in bunches, but most
come one at a time. In order to use a weapon, you must
wield it. To fire an arrow out of a bow, you must first
wield the bow, then throw the arrow. You can only wield one
weapon at a time, but you can't change weapons if the one
you are currently wielding is cursed. The commands to use
weapons are "w" (wield) and "t" (throw).
7.2. Armor
There are various sorts of armor lying around in the
dungeon. Some of it is enchanted, some is cursed, and some
is just normal. Different armor types have different armor
protection. The higher the armor protection, the more pro-
tection the armor affords against the blows of monsters.
Here is a list of the various armor types and their normal
armor protection:
+-----------------------------------------+
| Type Protection |
|None 0 |
|Leather armor 2 |
|Studded leather / Ring mail 3 |
|Scale mail 4 |
|Chain mail 5 |
|Banded mail / Splint mail 6 |
|Plate mail 7 |
+-----------------------------------------+
If a piece of armor is enchanted, its armor protection will
be higher than normal. If a suit of armor is cursed, its
armor protection will be lower, and you will not be able to
remove it. However, not all armor with a protection that is
lower than normal is cursed.
The commands to use weapons are "W" (wear) and "T"
(take off).
USD:33-10 A Guide to the Dungeons of Doom
7.3. Scrolls
Scrolls come with titles in an unknown tongue3. After
you read a scroll, it disappears from your pack. The com-
mand to use a scroll is "r" (read).
7.4. Potions
Potions are labeled by the color of the liquid inside
the flask. They disappear after being quaffed. The command
to use a scroll is "q" (quaff).
7.5. Staves and Wands
Staves and wands do the same kinds of things. Staves
are identified by a type of wood; wands by a type of metal
or bone. They are generally things you want to do to some-
thing over a long distance, so you must point them at what
you wish to affect to use them. Some staves are not
affected by the direction they are pointed, though. Staves
come with multiple magic charges, the number being random,
and when they are used up, the staff is just a piece of wood
or metal.
The command to use a wand or staff is "z" (zap)
7.6. Rings
Rings are very useful items, since they are relatively
permanent magic, unlike the usually fleeting effects of
potions, scrolls, and staves. Of course, the bad rings are
also more powerful. Most rings also cause you to use up
food more rapidly, the rate varying with the type of ring.
Rings are differentiated by their stone settings. The com-
mands to use rings are "P" (put on) and "R" (remove).
7.7. Food
Food is necessary to keep you going. If you go too
long without eating you will faint, and eventually die of
starvation. The command to use food is "e" (eat).
8. Options
Due to variations in personal tastes and conceptions of
the way rogue should do things, there are a set of options
you can set that cause rogue to behave in various different
____________________
3 Actually, it's a dialect spoken only by the twenty-sev-
en members of a tribe in Outer Mongolia, but you're not sup-
posed to know that.
A Guide to the Dungeons of Doom USD:33-11
ways.
8.1. Setting the options
There are two ways to set the options. The first is
with the "o" command of rogue; the second is with the
"ROGUEOPTS" environment variable4.
8.1.1. Using the `o' command
When you type "o" in rogue, it clears the screen and
displays the current settings for all the options. It then
places the cursor by the value of the first option and waits
for you to type. You can type a <RETURN> which means to go
to the next option, a "-" which means to go to the previous
option, an <ESCAPE> which means to return to the game, or
you can give the option a value. For boolean options this
merely involves typing "t" for true or "f" for false. For
string options, type the new value followed by a <RETURN>.
8.1.2. Using the ROGUEOPTS variable
The ROGUEOPTS variable is a string containing a comma
separated list of initial values for the various options.
Boolean variables can be turned on by listing their name or
turned off by putting a "no" in front of the name. Thus to
set up an environment variable so that jump is on, terse is
off, and the name is set to "Blue Meanie", use the command
% setenv ROGUEOPTS "jump,noterse,name=Blue Meanie"5
8.2. Option list
Here is a list of the options and an explanation of
what each one is for. The default value for each is
enclosed in square brackets. For character string options,
input over fifty characters will be ignored.
terse [noterse]
Useful for those who are tired of the sometimes lengthy
messages of rogue. This is a useful option for playing
on slow terminals, so this option defaults to terse if
you are on a slow (1200 baud or under) terminal.
____________________
4 On Version 6 systems, there is no equivalent of the
ROGUEOPTS feature.
5 For those of you who use the Bourne shell sh (1), the
commands would be
$ ROGUEOPTS="jump,noterse,name=Blue Meanie"
$ export ROGUEOPTS
USD:33-12 A Guide to the Dungeons of Doom
jump [nojump]
If this option is set, running moves will not be dis-
played until you reach the end of the move. This saves
considerable cpu and display time. This option
defaults to jump if you are using a slow terminal.
flush [noflush]
All typeahead is thrown away after each round of bat-
tle. This is useful for those who type far ahead and
then watch in dismay as a Bat kills them.
seefloor [seefloor]
Display the floor around you on the screen as you move
through dark rooms. Due to the amount of characters
generated, this option defaults to noseefloor if you
are using a slow terminal.
passgo [nopassgo]
Follow turnings in passageways. If you run in a pas-
sage and you run into stone or a wall, rogue will see
if it can turn to the right or left. If it can only
turn one way, it will turn that way. If it can turn
either or neither, it will stop. This algorithm can
sometimes lead to slightly confusing occurrences which
is why it defaults to nopassgo.
tombstone [tombstone]
Print out the tombstone at the end if you get killed.
This is nice but slow, so you can turn it off if you
like.
inven [overwrite]
Inventory type. This can have one of three values:
overwrite, slow, or clear. With overwrite the top
lines of the map are overwritten with the list when
inventory is requested or when "Which item do you wish
to . . .? " questions are answered with a "*". How-
ever, if the list is longer than a screenful, the
screen is cleared. With slow, lists are displayed one
item at a time on the top of the screen, and with
clear, the screen is cleared, the list is displayed,
and then the dungeon level is re-displayed. Due to
speed considerations, clear is the default for termi-
nals without clear-to-end-of-line capabilities.
name [account name]
This is the name of your character. It is used if you
get on the top ten scorer's list.
fruit [slime-mold]
This should hold the name of a fruit that you enjoy
eating. It is basically a whimsey that rogue uses in a
couple of places.
A Guide to the Dungeons of Doom USD:33-13
file [~/rogue.save]
The default file name for saving the game. If your
phone is hung up by accident, rogue will automatically
save the game in this file. The file name may start
with the special character "~" which expands to be your
home directory.
9. Scoring
Rogue usually maintains a list of the top scoring peo-
ple or scores on your machine. Depending on how it is set
up, it can post either the top scores or the top players.
In the latter case, each account on the machine can post
only one non-winning score on this list. If you score
higher than someone else on this list, or better your previ-
ous score on the list, you will be inserted in the proper
place under your current name. How many scores are kept can
also be set up by whoever installs it on your machine.
If you quit the game, you get out with all of your gold
intact. If, however, you get killed in the Dungeons of
Doom, your body is forwarded to your next-of-kin, along with
90% of your gold; ten percent of your gold is kept by the
Dungeons' wizard as a fee6. This should make you consider
whether you want to take one last hit at that monster and
possibly live, or quit and thus stop with whatever you have.
If you quit, you do get all your gold, but if you swing and
live, you might find more.
If you just want to see what the current top play-
ers/games list is, you can type
% @PROGRAM@ -s
10. Acknowledgements
Rogue was originally conceived of by Glenn Wichman and
Michael Toy. Ken Arnold and Michael Toy then smoothed out
the user interface, and added jillions of new features. We
would like to thank Bob Arnold, Michelle Busch, Andy
Hatcher, Kipp Hickman, Mark Horton, Daniel Jensen, Bill Joy,
Joe Kalash, Steve Maurer, Marty McNary, Jan Miller, and
Scott Nelson for their ideas and assistance; and also the
teeming multitudes who graciously ignored work, school, and
social life to play rogue and send us bugs, complaints, sug-
gestions, and just plain flames. And also Mom.
____________________
6 The Dungeon's wizard is named Wally the Wonder Badger.
Invocations should be accompanied by a sizable donation.

753
rogue.h
View File

@@ -1,753 +0,0 @@
/*
* Rogue definitions and variable declarations
*
* @(#)rogue.h 5.42 (Berkeley) 08/06/83
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include "extern.h"
#undef lines
#define NOOP(x) (x += 0)
#define CCHAR(x) ( (char) (x & A_CHARTEXT) )
/*
* Maximum number of different things
*/
#define MAXROOMS 9
#define MAXTHINGS 9
#define MAXOBJ 9
#define MAXPACK 23
#define MAXTRAPS 10
#define AMULETLEVEL 26
#define NUMTHINGS 7 /* number of types of things */
#define MAXPASS 13 /* upper limit on number of passages */
#define NUMLINES 24
#define NUMCOLS 80
#define STATLINE (NUMLINES - 1)
#define BORE_LEVEL 50
/*
* return values for get functions
*/
#define NORM 0 /* normal exit */
#define QUIT 1 /* quit option setting */
#define MINUS 2 /* back up one option */
/*
* inventory types
*/
#define INV_OVER 0
#define INV_SLOW 1
#define INV_CLEAR 2
/*
* All the fun defines
*/
#define when break;case
#define otherwise break;default
#define until(expr) while(!(expr))
#define next(ptr) (*ptr).l_next
#define prev(ptr) (*ptr).l_prev
#define winat(y,x) (moat(y,x) != NULL ? moat(y,x)->t_disguise : chat(y,x))
#define ce(a,b) ((a).x == (b).x && (a).y == (b).y)
#define hero player.t_pos
#define pstats player.t_stats
#define pack player.t_pack
#define proom player.t_room
#define max_hp player.t_stats.s_maxhp
#define attach(a,b) _attach(&a,b)
#define detach(a,b) _detach(&a,b)
#define free_list(a) _free_list(&a)
#undef max
#define max(a,b) ((a) > (b) ? (a) : (b))
#define on(thing,flag) ((bool)(((thing).t_flags & (flag)) != 0))
#define GOLDCALC (rnd(50 + 10 * level) + 2)
#define ISRING(h,r) (cur_ring[h] != NULL && cur_ring[h]->o_which == r)
#define ISWEARING(r) (ISRING(LEFT, r) || ISRING(RIGHT, r))
#define ISMULT(type) (type == POTION || type == SCROLL || type == FOOD)
#define INDEX(y,x) (&places[((x) << 5) + (y)])
#define chat(y,x) (places[((x) << 5) + (y)].p_ch)
#define flat(y,x) (places[((x) << 5) + (y)].p_flags)
#define moat(y,x) (places[((x) << 5) + (y)].p_monst)
#define unc(cp) (cp).y, (cp).x
#ifdef MASTER
#define debug if (wizard) msg
#endif
/*
* things that appear on the screens
*/
#define PASSAGE '#'
#define DOOR '+'
#define FLOOR '.'
#define PLAYER '@'
#define TRAP '^'
#define STAIRS '%'
#define GOLD '*'
#define POTION '!'
#define SCROLL '?'
#define MAGIC '$'
#define FOOD ':'
#define WEAPON ')'
#define ARMOR ']'
#define AMULET ','
#define RING '='
#define STICK '/'
#define CALLABLE -1
#define R_OR_S -2
/*
* Various constants
*/
#define BEARTIME spread(3)
#define SLEEPTIME spread(5)
#define HOLDTIME spread(2)
#define WANDERTIME spread(70)
#define BEFORE spread(1)
#define AFTER spread(2)
#define HEALTIME 30
#define HUHDURATION 20
#define SEEDURATION 850
#define HUNGERTIME 1300
#define MORETIME 150
#define STOMACHSIZE 2000
#define STARVETIME 850
#define ESCAPE 27
#define LEFT 0
#define RIGHT 1
#define BOLT_LENGTH 6
#define LAMPDIST 3
#ifdef MASTER
#ifndef PASSWD
#define PASSWD "mTBellIQOsLNA"
#endif
#endif
/*
* Save against things
*/
#define VS_POISON 00
#define VS_PARALYZATION 00
#define VS_DEATH 00
#define VS_BREATH 02
#define VS_MAGIC 03
/*
* Various flag bits
*/
/* flags for rooms */
#define ISDARK 0000001 /* room is dark */
#define ISGONE 0000002 /* room is gone (a corridor) */
#define ISMAZE 0000004 /* room is gone (a corridor) */
/* flags for objects */
#define ISCURSED 000001 /* object is cursed */
#define ISKNOW 0000002 /* player knows details about the object */
#define ISMISL 0000004 /* object is a missile type */
#define ISMANY 0000010 /* object comes in groups */
/* ISFOUND 0000020 ...is used for both objects and creatures */
#define ISPROT 0000040 /* armor is permanently protected */
/* flags for creatures */
#define CANHUH 0000001 /* creature can confuse */
#define CANSEE 0000002 /* creature can see invisible creatures */
#define ISBLIND 0000004 /* creature is blind */
#define ISCANC 0000010 /* creature has special qualities cancelled */
#define ISLEVIT 0000010 /* hero is levitating */
#define ISFOUND 0000020 /* creature has been seen (used for objects) */
#define ISGREED 0000040 /* creature runs to protect gold */
#define ISHASTE 0000100 /* creature has been hastened */
#define ISTARGET 000200 /* creature is the target of an 'f' command */
#define ISHELD 0000400 /* creature has been held */
#define ISHUH 0001000 /* creature is confused */
#define ISINVIS 0002000 /* creature is invisible */
#define ISMEAN 0004000 /* creature can wake when player enters room */
#define ISHALU 0004000 /* hero is on acid trip */
#define ISREGEN 0010000 /* creature can regenerate */
#define ISRUN 0020000 /* creature is running at the player */
#define SEEMONST 040000 /* hero can detect unseen monsters */
#define ISFLY 0040000 /* creature can fly */
#define ISSLOW 0100000 /* creature has been slowed */
/*
* Flags for level map
*/
#define F_PASS 0x80 /* is a passageway */
#define F_SEEN 0x40 /* have seen this spot before */
#define F_DROPPED 0x20 /* object was dropped here */
#define F_LOCKED 0x20 /* door is locked */
#define F_REAL 0x10 /* what you see is what you get */
#define F_PNUM 0x0f /* passage number mask */
#define F_TMASK 0x07 /* trap number mask */
/*
* Trap types
*/
#define T_DOOR 00
#define T_ARROW 01
#define T_SLEEP 02
#define T_BEAR 03
#define T_TELEP 04
#define T_DART 05
#define T_RUST 06
#define T_MYST 07
#define NTRAPS 8
/*
* Potion types
*/
#define P_CONFUSE 0
#define P_LSD 1
#define P_POISON 2
#define P_STRENGTH 3
#define P_SEEINVIS 4
#define P_HEALING 5
#define P_MFIND 6
#define P_TFIND 7
#define P_RAISE 8
#define P_XHEAL 9
#define P_HASTE 10
#define P_RESTORE 11
#define P_BLIND 12
#define P_LEVIT 13
#define MAXPOTIONS 14
/*
* Scroll types
*/
#define S_CONFUSE 0
#define S_MAP 1
#define S_HOLD 2
#define S_SLEEP 3
#define S_ARMOR 4
#define S_ID_POTION 5
#define S_ID_SCROLL 6
#define S_ID_WEAPON 7
#define S_ID_ARMOR 8
#define S_ID_R_OR_S 9
#define S_SCARE 10
#define S_FDET 11
#define S_TELEP 12
#define S_ENCH 13
#define S_CREATE 14
#define S_REMOVE 15
#define S_AGGR 16
#define S_PROTECT 17
#define MAXSCROLLS 18
/*
* Weapon types
*/
#define MACE 0
#define SWORD 1
#define BOW 2
#define ARROW 3
#define DAGGER 4
#define TWOSWORD 5
#define DART 6
#define SHIRAKEN 7
#define SPEAR 8
#define FLAME 9 /* fake entry for dragon breath (ick) */
#define MAXWEAPONS 9 /* this should equal FLAME */
/*
* Armor types
*/
#define LEATHER 0
#define RING_MAIL 1
#define STUDDED_LEATHER 2
#define SCALE_MAIL 3
#define CHAIN_MAIL 4
#define SPLINT_MAIL 5
#define BANDED_MAIL 6
#define PLATE_MAIL 7
#define MAXARMORS 8
/*
* Ring types
*/
#define R_PROTECT 0
#define R_ADDSTR 1
#define R_SUSTSTR 2
#define R_SEARCH 3
#define R_SEEINVIS 4
#define R_NOP 5
#define R_AGGR 6
#define R_ADDHIT 7
#define R_ADDDAM 8
#define R_REGEN 9
#define R_DIGEST 10
#define R_TELEPORT 11
#define R_STEALTH 12
#define R_SUSTARM 13
#define MAXRINGS 14
/*
* Rod/Wand/Staff types
*/
#define WS_LIGHT 0
#define WS_INVIS 1
#define WS_ELECT 2
#define WS_FIRE 3
#define WS_COLD 4
#define WS_POLYMORPH 5
#define WS_MISSILE 6
#define WS_HASTE_M 7
#define WS_SLOW_M 8
#define WS_DRAIN 9
#define WS_NOP 10
#define WS_TELAWAY 11
#define WS_TELTO 12
#define WS_CANCEL 13
#define MAXSTICKS 14
/*
* Now we define the structures and types
*/
/*
* Help list
*/
struct h_list {
char h_ch;
char *h_desc;
bool h_print;
};
/*
* Coordinate data type
*/
typedef struct {
int x;
int y;
} coord;
typedef unsigned int str_t;
/*
* Stuff about objects
*/
struct obj_info {
char *oi_name;
int oi_prob;
int oi_worth;
char *oi_guess;
bool oi_know;
};
/*
* Room structure
*/
struct room {
coord r_pos; /* Upper left corner */
coord r_max; /* Size of room */
coord r_gold; /* Where the gold is */
int r_goldval; /* How much the gold is worth */
short r_flags; /* info about the room */
int r_nexits; /* Number of exits */
coord r_exit[12]; /* Where the exits are */
};
/*
* Structure describing a fighting being
*/
struct stats {
str_t s_str; /* Strength */
int s_exp; /* Experience */
int s_lvl; /* level of mastery */
int s_arm; /* Armor class */
int s_hpt; /* Hit points */
char s_dmg[13]; /* String describing damage done */
int s_maxhp; /* Max hit points */
};
/*
* Structure for monsters and player
*/
union thing {
struct {
union thing *_l_next, *_l_prev; /* Next pointer in link */
coord _t_pos; /* Position */
bool _t_turn; /* If slowed, is it a turn to move */
char _t_type; /* What it is */
char _t_disguise; /* What mimic looks like */
char _t_oldch; /* Character that was where it was */
coord *_t_dest; /* Where it is running to */
short _t_flags; /* State word */
struct stats _t_stats; /* Physical description */
struct room *_t_room; /* Current room for thing */
union thing *_t_pack; /* What the thing is carrying */
int _t_reserved;
} _t;
struct {
union thing *_l_next, *_l_prev; /* Next pointer in link */
int _o_type; /* What kind of object it is */
coord _o_pos; /* Where it lives on the screen */
char *_o_text; /* What it says if you read it */
int _o_launch; /* What you need to launch it */
char _o_packch; /* What character it is in the pack */
char _o_damage[8]; /* Damage if used like sword */
char _o_hurldmg[8]; /* Damage if thrown */
int _o_count; /* count for plural objects */
int _o_which; /* Which object of a type it is */
int _o_hplus; /* Plusses to hit */
int _o_dplus; /* Plusses to damage */
int _o_arm; /* Armor protection */
int _o_flags; /* information about objects */
int _o_group; /* group number for this object */
char *_o_label; /* Label for object */
} _o;
};
typedef union thing THING;
#define l_next _t._l_next
#define l_prev _t._l_prev
#define t_pos _t._t_pos
#define t_turn _t._t_turn
#define t_type _t._t_type
#define t_disguise _t._t_disguise
#define t_oldch _t._t_oldch
#define t_dest _t._t_dest
#define t_flags _t._t_flags
#define t_stats _t._t_stats
#define t_pack _t._t_pack
#define t_room _t._t_room
#define t_reserved _t._t_reserved
#define o_type _o._o_type
#define o_pos _o._o_pos
#define o_text _o._o_text
#define o_launch _o._o_launch
#define o_packch _o._o_packch
#define o_damage _o._o_damage
#define o_hurldmg _o._o_hurldmg
#define o_count _o._o_count
#define o_which _o._o_which
#define o_hplus _o._o_hplus
#define o_dplus _o._o_dplus
#define o_arm _o._o_arm
#define o_charges o_arm
#define o_goldval o_arm
#define o_flags _o._o_flags
#define o_group _o._o_group
#define o_label _o._o_label
/*
* describe a place on the level map
*/
typedef struct {
char p_ch;
char p_flags;
THING *p_monst;
} PLACE;
/*
* Array containing information on all the various types of monsters
*/
struct monster {
char *m_name; /* What to call the monster */
int m_carry; /* Probability of carrying something */
short m_flags; /* things about the monster */
struct stats m_stats; /* Initial stats */
};
/*
* External variables
*/
extern bool after, again, allscore, amulet, door_stop, fight_flush,
firstmove, has_hit, inv_describe, jump, kamikaze,
lower_msg, move_on, msg_esc, pack_used[],
passgo, playing, q_comm, running, save_msg, see_floor,
seenstairs, stat_msg, terse, to_death, tombstone;
extern char dir_ch, file_name[], home[], huh[], *inv_t_name[],
l_last_comm, l_last_dir, last_comm, last_dir, *Numname,
outbuf[], *p_colors[], *r_stones[], *release, runch,
*s_names[], take, *tr_name[], *ws_made[], *ws_type[];
extern int a_class[], count, food_left, hungry_state, inpack,
inv_type, lastscore, level, max_hit, max_level, mpos,
n_objs, no_command, no_food, no_move, noscore, ntraps, purse,
quiet, vf_hit;
extern unsigned int numscores;
extern int dnum, e_levels[], seed;
extern WINDOW *hw;
extern coord delta, oldpos, stairs;
extern PLACE places[];
extern THING *cur_armor, *cur_ring[], *cur_weapon, *l_last_pick,
*last_pick, *lvl_obj, *mlist, player;
extern struct h_list helpstr[];
extern struct room *oldrp, passages[], rooms[];
extern struct stats max_stats;
extern struct monster monsters[];
extern struct obj_info arm_info[], pot_info[], ring_info[],
scr_info[], things[], ws_info[], weap_info[];
/*
* Function types
*/
void _attach(THING **list, THING *item);
void _detach(THING **list, THING *item);
void _free_list(THING **ptr);
void addmsg(char *fmt, ...);
bool add_haste(bool potion);
void add_pack(THING *obj, bool silent);
void add_pass();
void add_str(str_t *sp, int amt);
void accnt_maze(int y, int x, int ny, int nx);
void aggravate();
int attack(THING *mp);
void badcheck(char *name, struct obj_info *info, int bound);
void bounce(THING *weap, char *mname, bool noend);
void call();
void call_it(struct obj_info *info);
bool cansee(int y, int x);
int center(char *str);
void chg_str(int amt);
void check_level();
void conn(int r1, int r2);
void command();
void create_obj();
void current(THING *cur, char *how, char *where);
void d_level();
void death(char monst);
char death_monst();
void dig(int y, int x);
void discard(THING *item);
void discovered();
int dist(int y1, int x1, int y2, int x2);
int dist_cp(coord *c1, coord *c2);
int do_chase(THING *th);
void do_daemons(int flag);
void do_fuses(int flag);
void do_maze(struct room *rp);
void do_motion(THING *obj, int ydelta, int xdelta);
void do_move(int dy, int dx);
void do_passages();
void do_pot(int type, bool knowit);
void do_rooms();
void do_run(char ch);
void do_zap();
void doadd(char *fmt, va_list args);
void door(struct room *rm, coord *cp);
void door_open(struct room *rp);
void drain();
void draw_room(struct room *rp);
void drop();
void eat();
size_t encread(char *start, size_t size, FILE *inf);
size_t encwrite(char *start, size_t size, FILE *outf);
int endmsg();
void enter_room(coord *cp);
void erase_lamp(coord *pos, struct room *rp);
int exp_add(THING *tp);
void extinguish(void (*func)());
void fall(THING *obj, bool pr);
void fire_bolt(coord *start, coord *dir, char *name);
char floor_at();
void flush_type();
int fight(coord *mp, THING *weap, bool thrown);
void fix_stick(THING *cur);
void fuse(void (*func)(int), int arg, int time, int type);
bool get_dir();
int gethand();
void give_pack(THING *tp);
void help();
void hit(char *er, char *ee, bool noend);
void horiz(struct room *rp, int starty);
void leave_room(coord *cp);
void lengthen(void (*func)(), int xtime);
void look(bool wakeup);
int hit_monster(int y, int x, THING *obj);
void identify();
void illcom(int ch);
void init_check();
void init_colors();
void init_materials();
void init_names();
void init_player();
void init_probs();
void init_stones();
void init_weapon(THING *weap, int which);
bool inventory(THING *list, int type);
void invis_on();
void killed(THING *tp, bool pr);
void kill_daemon(void (*func)());
bool lock_sc();
void miss(char *er, char *ee, bool noend);
void missile(int ydelta, int xdelta);
void money(int value);
int move_monst(THING *tp);
void move_msg(THING *obj);
int msg(char *fmt, ...);
void nameit(THING *obj, char *type, char *which, struct obj_info *op, char *(*prfunc)(THING *));
void new_level();
void new_monster(THING *tp, char type, coord *cp);
void numpass(int y, int x);
void option();
void open_score();
void parse_opts(char *str);
void passnum();
char *pick_color(char *col);
int pick_one(struct obj_info *info, int nitems);
void pick_up(char ch);
void picky_inven();
void pr_spec(struct obj_info *info, int nitems);
void pr_list();
void put_bool(void *b);
void put_inv_t(void *ip);
void put_str(void *str);
void put_things();
void putpass(coord *cp);
void quaff();
void raise_level();
char randmonster(bool wander);
void read_scroll();
void relocate(THING *th, coord *new_loc);
void remove_mon(coord *mp, THING *tp, bool waskill);
void reset_last();
bool restore(char *file, char **envp);
int ring_eat(int hand);
void ring_on();
void ring_off();
int rnd(int range);
int rnd_room();
int roll(int number, int sides);
int rs_save_file(FILE *savef);
int rs_restore_file(FILE *inf);
void runto(coord *runner);
void rust_armor(THING *arm);
int save(int which);
void save_file(FILE *savef);
void save_game();
int save_throw(int which, THING *tp);
void score(int amount, int flags, char monst);
void search();
void set_know(THING *obj, struct obj_info *info);
void set_oldch(THING *tp, coord *cp);
void setup();
void shell();
bool show_floor();
void show_map();
void show_win(char *message);
int sign(int nm);
int spread(int nm);
void start_daemon(void (*func)(int), int arg, int type);
void start_score();
void status();
int step_ok(int ch);
void strucpy(char *s1, char *s2, int len);
int swing(int at_lvl, int op_arm, int wplus);
void take_off();
void teleport();
void total_winner();
void thunk(THING *weap, char *mname, bool noend);
void treas_room();
void turnref();
void u_level();
void uncurse(THING *obj);
void unlock_sc();
void vert(struct room *rp, int startx);
void wait_for(int ch);
THING *wake_monster(int y, int x);
void wanderer();
void waste_time();
void wear();
void whatis(bool insist, int type);
void wield();
bool chase(THING *tp, coord *ee);
bool diag_ok(coord *sp, coord *ep);
bool dropcheck(THING *obj);
bool fallpos(coord *pos, coord *newpos);
bool find_floor(struct room *rp, coord *cp, int limit, bool monst);
bool is_magic(THING *obj);
bool is_symlink(char *sp);
bool levit_check();
bool pack_room(bool from_floor, THING *obj);
bool roll_em(THING *thatt, THING *thdef, THING *weap, bool hurl);
bool see_monst(THING *mp);
bool seen_stairs();
bool turn_ok(int y, int x);
bool turn_see(bool turn_off);
bool is_current(THING *obj);
int passwd();
char be_trapped(coord *tc);
char floor_ch();
char pack_char();
char readchar();
char rnd_thing();
char *charge_str(THING *obj);
char *choose_str(char *ts, char *ns);
char *inv_name(THING *obj, bool drop);
char *nullstr(THING *ignored);
char *num(int n1, int n2, char type);
char *ring_num(THING *obj);
char *set_mname(THING *tp);
char *vowelstr(char *str);
int get_bool(void *vp, WINDOW *win);
int get_inv_t(void *vp, WINDOW *win);
int get_num(void *vp, WINDOW *win);
int get_sf(void *vp, WINDOW *win);
int get_str(void *vopt, WINDOW *win);
int trip_ch(int y, int x, int ch);
coord *find_dest(THING *tp);
coord *rndmove(THING *who);
THING *find_obj(int y, int x);
THING *get_item(char *purpose, int type);
THING *leave_pack(THING *obj, bool newobj, bool all);
THING *new_item();
THING *new_thing();
struct room *roomin(coord *cp);
#define MAXDAEMONS 20
extern struct delayed_action {
int d_type;
void (*d_func)(int);
int d_arg;
int d_time;
} d_list[MAXDAEMONS];
typedef struct {
char *st_name;
int st_value;
} STONE;
extern int total;
extern int between;
extern int group;
extern coord nh;
extern char *rainbow[];
extern int cNCOLORS;
extern STONE stones[];
extern int cNSTONES;
extern char *wood[];
extern int cNWOOD;
extern char *metal[];
extern int cNMETAL;

File diff suppressed because it is too large Load Diff

View File

@@ -1,892 +0,0 @@
.\"
.\" @(#)rogue.me 6.2 (Berkeley) 4/28/86
.\"
.\" Rogue: Exploring the Dungeons of Doom
.\" Copyright (C) 1980-1983, 1985, 1986 Michael Toy, Ken Arnold and Glenn Wichman
.\" All rights reserved.
.\"
.\" See the file LICENSE.TXT for full copyright and licensing information.
.\"
.ds E \s-2<ESCAPE>\s0
.ds R \s-2<RETURN>\s0
.ds U \s-2UNIX\s0
.ie t .ds _ \d\(mi\u
.el .ds _ _
.de Cs
\&\\$3\*(lq\\$1\*(rq\\$2
..
.sp 5
.ce 1000
.ps +4
.vs +4p
.b
A Guide to the Dungeons of Doom
.r
.vs
.ps
.sp 2
.i
Michael C. Toy
Kenneth C. R. C. Arnold
.r
.sp 2
Computer Systems Research Group
Department of Electrical Engineering and Computer Science
University of California
Berkeley, California 94720
.sp 4
.i ABSTRACT
.ce 0
.(b I F
.bi Rogue
is a visual CRT based fantasy game
which runs under the \*U\(dg timesharing system.
.(f
\fR\(dg\*U is a trademark of Bell Laboratories\fP
.)f
This paper describes how to play rogue,
and gives a few hints
for those who might otherwise get lost in the Dungeons of Doom.
.)b
\".he '''\fBA Guide to the Dungeons of Doom\fP'
\" .fo ''- % -''
.eh 'USD:33-%''A Guide to the Dungeons of Doom'
.oh 'A Guide to the Dungeons of Doom''USD:33-%'
.sh 1 Introduction
.pp
You have just finished your years as a student at the local fighter's guild.
After much practice and sweat you have finally completed your training
and are ready to embark upon a perilous adventure.
As a test of your skills,
the local guildmasters have sent you into the Dungeons of Doom.
Your task is to return with the Amulet of Yendor.
Your reward for the completion of this task
will be a full membership in the local guild.
In addition,
you are allowed to keep all the loot you bring back from the dungeons.
.pp
In preparation for your journey,
you are given an enchanted mace,
a bow, and a quiver of arrows
taken from a dragon's hoard in the far off Dark Mountains.
You are also outfitted with elf-crafted armor
and given enough food to reach the dungeons.
You say goodbye to family and friends for what may be the last time
and head up the road.
.pp
You set out on your way to the dungeons
and after several days of uneventful travel,
you see the ancient ruins
that mark the entrance to the Dungeons of Doom.
It is late at night,
so you make camp at the entrance
and spend the night sleeping under the open skies.
In the morning you gather your weapons,
put on your armor,
eat what is almost your last food,
and enter the dungeons.
.sh 1 "What is going on here?"
.pp
You have just begun a game of rogue.
Your goal is to grab as much treasure as you can,
find the Amulet of Yendor,
and get out of the Dungeons of Doom alive.
On the screen,
a map of where you have been
and what you have seen on the current dungeon level is kept.
As you explore more of the level,
it appears on the screen in front of you.
.pp
Rogue differs from most computer fantasy games in that it is screen oriented.
Commands are all one or two keystrokes\**
.(f
\** As opposed to pseudo English sentences.
.)f
and the results of your commands
are displayed graphically on the screen rather
than being explained in words.\**
.(f
\** A minimum screen size of 24 lines by 80 columns is required.
If the screen is larger, only the 24x80 section will be used
for the map.
.)f
.pp
Another major difference between rogue and other computer fantasy games
is that once you have solved all the puzzles in a standard fantasy game,
it has lost most of its excitement and it ceases to be fun.
Rogue,
on the other hand,
generates a new dungeon every time you play it
and even the author finds it an entertaining and exciting game.
.sh 1 "What do all those things on the screen mean?"
.pp
In order to understand what is going on in rogue
you have to first get some grasp of what rogue is doing with the screen.
The rogue screen is intended
to replace the \*(lqYou can see ...\*(rq descriptions
of standard fantasy games.
Figure 1 is a sample of what a rogue screen might look like.
.(z
.hl
.nf
.TS
center;
ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce.
- - - - - - - - - - - -
| . . . . . . . . . . +
| . . @ . . . . ] . . |
| . . . . B . . . . . |
| . . . . . . . . . . |
- - - - - + - - - - - -
.TE
.ce 1000
Level: 1 Gold: 0 Hp: 12(12) Str: 16(16) Arm: 4 Exp: 1/0
Figure 1
.ce
.hl
.)z
.sh 2 "The bottom line"
.pp
At the bottom line of the screen
are a few pieces of cryptic information
describing your current status.
Here is an explanation of what these things mean:
.ip Level \w'Level\ \ 'u
This number indicates how deep you have gone in the dungeon.
It starts at one and goes up as you go deeper into the dungeon.
.ip Gold \w'Level\ \ 'u
The number of gold pieces you have managed to find
and keep with you so far.
.ip Hp \w'Level\ \ 'u
Your current and maximum health points.
Health points indicate how much damage you can take before you die.
The more you get hit in a fight,
the lower they get.
You can regain health points by resting.
The number in parentheses
is the maximum number your health points can reach.
.ip Str \w'Level\ \ 'u
Your current strength and maximum ever strength.
This can be any integer less than or equal to 31,
or greater than or equal to three.
The higher the number,
the stronger you are.
The number in the parentheses
is the maximum strength you have attained so far this game.
.ip Arm \w'Level\ \ 'u
Your current armor protection.
This number indicates how effective your armor is
in stopping blows from unfriendly creatures.
The higher this number is,
the more effective the armor.
.ip Exp \w'Level\ \ 'u
These two numbers give your current experience level
and experience points.
As you do things,
you gain experience points.
At certain experience point totals,
you gain an experience level.
The more experienced you are,
the better you are able to fight and to withstand magical attacks.
.sh 2 "The top line"
.pp
The top line of the screen is reserved
for printing messages that describe things
that are impossible to represent visually.
If you see a \*(lq--More--\*(rq on the top line,
this means that rogue wants to print another message on the screen,
but it wants to make certain
that you have read the one that is there first.
To read the next message,
just type a space.
.sh 2 "The rest of the screen"
.pp
The rest of the screen is the map of the level
as you have explored it so far.
Each symbol on the screen represents something.
Here is a list of what the various symbols mean:
.ip @
This symbol represents you, the adventurer.
.ip "-\^|"
These symbols represent the walls of rooms.
.ip +
A door to/from a room.
.ip .
The floor of a room.
.ip #
The floor of a passage between rooms.
.ip *
A pile or pot of gold.
.ip )
A weapon of some sort.
.ip ]
A piece of armor.
.ip !
A flask containing a magic potion.
.ip ?
A piece of paper, usually a magic scroll.
.ip =
A ring with magic properties
.ip /
A magical staff or wand
.ip ^
A trap, watch out for these.
.ip %
A staircase to other levels
.ip :
A piece of food.
.ip A-Z
The uppercase letters
represent the various inhabitants of the Dungeons of Doom.
Watch out, they can be nasty and vicious.
.sh 1 Commands
.pp
Commands are given to rogue by typing one or two characters.
Most commands can be preceded by a count to repeat them
(e.g. typing
.Cs 10s
will do ten searches).
Commands for which counts make no sense
have the count ignored.
To cancel a count or a prefix,
type \*E.
The list of commands is rather long,
but it can be read at any time during the game with the
.Cs ?
command.
Here it is for reference,
with a short explanation of each command.
.ip ?
The help command.
Asks for a character to give help on.
If you type a
.Cs * ,
it will list all the commands,
otherwise it will explain what the character you typed does.
.ip /
This is the \*(lqWhat is that on the screen?\*(rq command.
A
.Cs /
followed by any character that you see on the level,
will tell you what that character is.
For instance,
typing
.Cs /@
will tell you that the
.Cs @
symbol represents you, the player.
.ip "h, H, ^H"
Move left.
You move one space to the left.
If you use upper case
.Cs h ,
you will continue to move left until you run into something.
This works for all movement commands
(e.g.
.Cs L
means run in direction
.Cs l )
If you use the \*(lqcontrol\*(rq
.Cs h ,
you will continue moving in the specified direction
until you pass something interesting or run into a wall.
You should experiment with this,
since it is a very useful command,
but very difficult to describe.
This also works for all movement commands.
.ip j
Move down.
.ip k
Move up.
.ip l
Move right.
.ip y
Move diagonally up and left.
.ip u
Move diagonally up and right.
.ip b
Move diagonally down and left.
.ip n
Move diagonally down and right.
.ip t
Throw an object.
This is a prefix command.
When followed with a direction
it throws an object in the specified direction.
(e.g. type
.Cs th
to throw
something to the left.)
.ip f
Fight until someone dies.
When followed with a direction
this will force you to fight the creature in that direction
until either you or it bites the big one.
.ip m
Move onto something without picking it up.
This will move you one space in the direction you specify and,
if there is an object there you can pick up,
it won't do it.
.ip z
Zap prefix.
Point a staff or wand in a given direction
and fire it.
Even non-directional staves must be pointed in some direction
to be used.
.ip ^
Identify trap command.
If a trap is on your map
and you can't remember what type it is,
you can get rogue to remind you
by getting next to it and typing
.Cs ^
followed by the direction that would move you on top of it.
.ip s
Search for traps and secret doors.
Examine each space immediately adjacent to you
for the existence of a trap or secret door.
There is a large chance that even if there is something there,
you won't find it,
so you might have to search a while before you find something.
.ip >
Climb down a staircase to the next level.
Not surprisingly, this can only be done if you are standing on staircase.
.ip <
Climb up a staircase to the level above.
This can't be done without the Amulet of Yendor in your possession.
.ip "."
Rest.
This is the \*(lqdo nothing\*(rq command.
This is good for waiting and healing.
.ip ,
Pick up something.
This picks up whatever you are currently standing on,
if you are standing on anything at all.
.ip i
Inventory.
List what you are carrying in your pack.
.ip I
Selective inventory.
Tells you what a single item in your pack is.
.ip q
Quaff one of the potions you are carrying.
.ip r
Read one of the scrolls in your pack.
.ip e
Eat food from your pack.
.ip w
Wield a weapon.
Take a weapon out of your pack and carry it for use in combat,
replacing the one you are currently using (if any).
.ip W
Wear armor.
You can only wear one suit of armor at a time.
This takes extra time.
.ip T
Take armor off.
You can't remove armor that is cursed.
This takes extra time.
.ip P
Put on a ring.
You can wear only two rings at a time
(one on each hand).
If you aren't wearing any rings,
this command will ask you which hand you want to wear it on,
otherwise, it will place it on the unused hand.
The program assumes that you wield your sword in your right hand.
.ip R
Remove a ring.
If you are only wearing one ring,
this command takes it off.
If you are wearing two,
it will ask you which one you wish to remove,
.ip d
Drop an object.
Take something out of your pack and leave it lying on the floor.
Only one object can occupy each space.
You cannot drop a cursed object at all
if you are wielding or wearing it.
.ip c
Call an object something.
If you have a type of object in your pack
which you wish to remember something about,
you can use the call command to give a name to that type of object.
This is usually used when you figure out what a
potion, scroll, ring, or staff is
after you pick it up,
or when you want to remember
which of those swords in your pack you were wielding.
.ip D
Print out which things you've discovered something about.
This command will ask you what type of thing you are interested in.
If you type the character for a given type of object
(\fIe.g.\fP
.Cs !
for potion)
it will tell you which kinds of that type of object you've discovered
(\fIi.e.\fP, figured out what they are).
This command works for potions, scrolls, rings, and staves and wands.
.ip o
Examine and set options.
This command is further explained in the section on options.
.ip ^R
Redraws the screen.
Useful if spurious messages or transmission errors
have messed up the display.
.ip ^P
Print last message.
Useful when a message disappears before you can read it.
This only repeats the last message
that was not a mistyped command
so that you don't loose anything by accidentally typing
the wrong character instead of ^P.
.ip \*E
Cancel a command, prefix, or count.
.ip !
Escape to a shell for some commands.
.ip Q
Quit.
Leave the game.
.ip S
Save the current game in a file.
It will ask you whether you wish to use the default save file.
.i Caveat :
Rogue won't let you start up a copy of a saved game,
and it removes the save file as soon as you start up a restored game.
This is to prevent people from saving a game just before a dangerous position
and then restarting it if they die.
To restore a saved game,
give the file name as an argument to rogue.
As in
.ti +1i
.nf
% rogue \fIsave\*_file\fP
.ip
To restart from the default save file (see below),
run
.ti +1i
.nf
% rogue \-r
.ip v
Prints the program version number.
.ip )
Print the weapon you are currently wielding
.ip ]
Print the armor you are currently wearing
.ip =
Print the rings you are currently wearing
.ip @
Reprint the status line on the message line
.sh 1 Rooms
.pp
Rooms in the dungeons are either lit or dark.
If you walk into a lit room,
the entire room will be drawn on the screen as soon as you enter.
If you walk into a dark room,
it will only be displayed as you explore it.
Upon leaving a room,
all monsters inside the room
are erased from the screen.
In the darkness you can only see one space
in all directions around you.
A corridor is always dark.
.sh 1 Fighting
.pp
If you see a monster and you wish to fight it,
just attempt to run into it.
Many times a monster you find will mind its own business
unless you attack it.
It is often the case that discretion is the better part of valor.
.sh 1 "Objects you can find"
.pp
When you find something in the dungeon,
it is common to want to pick the object up.
This is accomplished in rogue by walking over the object
(unless you use the
.Cs m
prefix, see above).
If you are carrying too many things,
the program will tell you and it won't pick up the object,
otherwise it will add it to your pack
and tell you what you just picked up.
.pp
Many of the commands that operate on objects must prompt you
to find out which object you want to use.
If you change your mind and don't want to do that command after all,
just type an \*E and the command will be aborted.
.pp
Some objects, like armor and weapons,
are easily differentiated.
Others, like scrolls and potions,
are given labels which vary according to type.
During a game,
any two of the same kind of object
with the same label
are the same type.
However,
the labels will vary from game to game.
.pp
When you use one of these labeled objects,
if its effect is obvious,
rogue will remember what it is for you.
If it's effect isn't extremely obvious
you will be asked what you want to scribble on it
so you will recognize it later,
or you can use the
.Cs call
command
(see above).
.sh 2 Weapons
.pp
Some weapons,
like arrows,
come in bunches,
but most come one at a time.
In order to use a weapon,
you must wield it.
To fire an arrow out of a bow,
you must first wield the bow,
then throw the arrow.
You can only wield one weapon at a time,
but you can't change weapons if the one
you are currently wielding is cursed.
The commands to use weapons are
.Cs w
(wield)
and
.Cs t
(throw).
.sh 2 Armor
.pp
There are various sorts of armor lying around in the dungeon.
Some of it is enchanted,
some is cursed,
and some is just normal.
Different armor types have different armor protection.
The higher the armor protection,
the more protection the armor affords against the blows of monsters.
Here is a list of the various armor types and their normal armor protection:
.(b
.TS
box center;
l r.
\ \ \fIType Protection\fP
None 0
Leather armor 2
Studded leather / Ring mail 3
Scale mail 4
Chain mail 5
Banded mail / Splint mail 6
Plate mail 7
.TE
.)b
.lp
If a piece of armor is enchanted,
its armor protection will be higher than normal.
If a suit of armor is cursed,
its armor protection will be lower,
and you will not be able to remove it.
However, not all armor with a protection that is lower than normal is cursed.
.pp
The commands to use weapons are
.Cs W
(wear)
and
.Cs T
(take off).
.sh 2 Scrolls
.pp
Scrolls come with titles in an unknown tongue\**.
.(f
\** Actually, it's a dialect spoken only by the twenty-seven members
of a tribe in Outer Mongolia,
but you're not supposed to
.i know
that.
.)f
After you read a scroll,
it disappears from your pack.
The command to use a scroll is
.Cs r
(read).
.sh 2 Potions
.pp
Potions are labeled by the color of the liquid inside the flask.
They disappear after being quaffed.
The command to use a scroll is
.Cs q
(quaff).
.sh 2 "Staves and Wands"
.pp
Staves and wands do the same kinds of things.
Staves are identified by a type of wood;
wands by a type of metal or bone.
They are generally things you want to do to something
over a long distance,
so you must point them at what you wish to affect
to use them.
Some staves are not affected by the direction they are pointed, though.
Staves come with multiple magic charges,
the number being random,
and when they are used up,
the staff is just a piece of wood or metal.
.pp
The command to use a wand or staff is
.Cs z
(zap)
.sh 2 Rings
.pp
Rings are very useful items,
since they are relatively permanent magic,
unlike the usually fleeting effects of potions, scrolls, and staves.
Of course,
the bad rings are also more powerful.
Most rings also cause you to use up food more rapidly,
the rate varying with the type of ring.
Rings are differentiated by their stone settings.
The commands to use rings are
.Cs P
(put on)
and
.Cs R
(remove).
.sh 2 Food
.pp
Food is necessary to keep you going.
If you go too long without eating you will faint,
and eventually die of starvation.
The command to use food is
.Cs e
(eat).
.sh 1 Options
.pp
Due to variations in personal tastes
and conceptions of the way rogue should do things,
there are a set of options you can set
that cause rogue to behave in various different ways.
.sh 2 "Setting the options"
.pp
There are two ways to set the options.
The first is with the
.Cs o
command of rogue;
the second is with the
.Cs ROGUEOPTS
environment variable\**.
.(f
\** On Version 6 systems,
there is no equivalent of the ROGUEOPTS feature.
.br
.)f
.br
.sh 3 "Using the `o' command"
.pp
When you type
.Cs o
in rogue,
it clears the screen
and displays the current settings for all the options.
It then places the cursor by the value of the first option
and waits for you to type.
You can type a \*R
which means to go to the next option,
a
.Cs \-
which means to go to the previous option,
an \*E
which means to return to the game,
or you can give the option a value.
For boolean options this merely involves typing
.Cs t
for true or
.Cs f
for false.
For string options,
type the new value followed by a \*R.
.sh 3 "Using the ROGUEOPTS variable"
.pp
The ROGUEOPTS variable is a string
containing a comma separated list of initial values
for the various options.
Boolean variables can be turned on by listing their name
or turned off by putting a
.Cs no
in front of the name.
Thus to set up an environment variable so that
.b jump
is on,
.b terse
is off,
and the
.b name
is set to \*(lqBlue Meanie\*(rq,
use the command
.nf
.ti +3n
% setenv ROGUEOPTS "jump,noterse,name=Blue Meanie"\**
.fi
.(f
\**
For those of you who use the Bourne shell sh (1), the commands would be
.in +3
.nf
$ ROGUEOPTS="jump,noterse,name=Blue Meanie"
$ export ROGUEOPTS
.fi
.in +0
.)f
.sh 2 "Option list"
.pp
Here is a list of the options
and an explanation of what each one is for.
The default value for each is enclosed in square brackets.
For character string options,
input over fifty characters will be ignored.
.ip "\fBterse\fP [\fI\^noterse\^\fP]"
Useful for those who are tired of the sometimes lengthy messages of rogue.
This is a useful option for playing on slow terminals,
so this option defaults to
.i terse
if you
are on a slow (1200 baud or under) terminal.
.ip "\fBjump\fP [\fI\^nojump\^\fP]"
If this option is set,
running moves will not be displayed
until you reach the end of the move.
This saves considerable cpu and display time.
This option defaults to
.i jump
if you are using a slow terminal.
.ip "\fBflush\fP [\fI\^noflush\^\fP]"
All typeahead is thrown away after each round of battle.
This is useful for those who type far ahead
and then watch in dismay as a Bat kills them.
.ip "\fBseefloor\fP [\fI\^seefloor\^\fP]"
Display the floor around you on the screen
as you move through dark rooms.
Due to the amount of characters generated,
this option defaults to
.i noseefloor
if you are using a slow terminal.
.ip "\fBpassgo\fP [\fI\^nopassgo\^\fP]"
Follow turnings in passageways.
If you run in a passage
and you run into stone or a wall,
rogue will see if it can turn to the right or left.
If it can only turn one way,
it will turn that way.
If it can turn either or neither,
it will stop.
This algorithm can sometimes lead to slightly confusing occurrences
which is why it defaults to \fInopassgo\fP.
.ip "\fBtombstone\fP [\fI\^tombstone\^\fP]"
Print out the tombstone at the end if you get killed.
This is nice but slow, so you can turn it off if you like.
.ip "\fBinven\fP [\fI\^overwrite\^\fP]"
Inventory type.
This can have one of three values:
.i overwrite ,
.i slow ,
or
.i clear .
With
.i overwrite
the top lines of the map are overwritten
with the list
when inventory is requested
or when
\*(lqWhich item do you wish to \fB. . .\fP? \*(rq questions
are answered with a
.Cs * .
However, if the list is longer than a screenful,
the screen is cleared.
With
.i slow ,
lists are displayed one item at a time on the top of the screen,
and with
.i clear ,
the screen is cleared,
the list is displayed,
and then the dungeon level is re-displayed.
Due to speed considerations,
.i clear
is the default for terminals without
clear-to-end-of-line capabilities.
.ip "\fBname\fP [account name]"
This is the name of your character.
It is used if you get on the top ten scorer's list.
.ip "\fBfruit\fP [\fI\^slime-mold\^\fP]"
This should hold the name of a fruit that you enjoy eating.
It is basically a whimsey that rogue uses in a couple of places.
.ip "\fBfile\fP [\fI\^~/rogue.save\^\fP]"
The default file name for saving the game.
If your phone is hung up by accident,
rogue will automatically save the game in this file.
The file name may start with the special character
.Cs ~
which expands to be your home directory.
.sh 1 Scoring
.pp
Rogue usually maintains a list
of the top scoring people or scores on your machine.
Depending on how it is set up,
it can post either the top scores
or the top players.
In the latter case,
each account on the machine
can post only one non-winning score on this list.
If you score higher than someone else on this list,
or better your previous score on the list,
you will be inserted in the proper place
under your current name.
How many scores are kept
can also be set up by whoever installs it on your machine.
.pp
If you quit the game, you get out with all of your gold intact.
If, however, you get killed in the Dungeons of Doom,
your body is forwarded to your next-of-kin,
along with 90% of your gold;
ten percent of your gold is kept by the Dungeons' wizard as a fee\**.
.(f
\** The Dungeon's wizard is named Wally the Wonder Badger.
Invocations should be accompanied by a sizable donation.
.)f
This should make you consider whether you want to take one last hit
at that monster and possibly live,
or quit and thus stop with whatever you have.
If you quit, you do get all your gold,
but if you swing and live, you might find more.
.pp
If you just want to see what the current top players/games list is,
you can type
.ti +1i
.nf
% @PROGRAM@ \-s
.br
.sh 1 Acknowledgements
.pp
Rogue was originally conceived of by Glenn Wichman and Michael Toy.
Ken Arnold and Michael Toy then smoothed out the user interface,
and added jillions of new features.
We would like to thank
Bob Arnold,
Michelle Busch,
Andy Hatcher,
Kipp Hickman,
Mark Horton,
Daniel Jensen,
Bill Joy,
Joe Kalash,
Steve Maurer,
Marty McNary,
Jan Miller,
and
Scott Nelson
for their ideas and assistance;
and also the teeming multitudes
who graciously ignored work, school, and social life to play rogue
and send us bugs, complaints, suggestions, and just plain flames.
And also Mom.

View File

@@ -1,107 +0,0 @@
Name: rogue
Version: 5.4.4
Release: 1%{?dist}
Summary: The original graphical adventure game
Group: Amusements/Games
License: BSD
URL: http://rogue.rogueforge.net/
Source0: http://rogue.rogueforge.net/files/rogue5.4/rogue5.4.4-src.tar.gz
Source1: rogue.desktop
Source2: rogue.png
BuildRoot: %{_tmppath}/%{name}-%{version}-%{release}-root-%(%{__id_u} -n)
BuildRequires: desktop-file-utils
BuildRequires: ncurses-devel
%description
The one, the only, the original graphical adventure game that spawned
an entire genre.
%prep
%setup -q -n %{name}%{version}
%build
%configure --enable-setgid=games --enable-scorefile=%{_var}/games/roguelike/rogue54.scr --enable-lockfile=%{_var}/games/roguelike/rogue54.lck
make %{_smp_mflags}
%install
rm -rf $RPM_BUILD_ROOT
make install DESTDIR=$RPM_BUILD_ROOT
desktop-file-install --vendor fedora \
--dir ${RPM_BUILD_ROOT}%{_datadir}/applications \
%{SOURCE1}
mkdir -p $RPM_BUILD_ROOT/%{_datadir}/icons/hicolor/32x32/apps/
install -p -m 644 %{SOURCE2} $RPM_BUILD_ROOT/%{_datadir}/icons/hicolor/32x32/apps/
%clean
rm -rf $RPM_BUILD_ROOT
%post
touch --no-create %{_datadir}/icons/hicolor || :
if [ -x %{_bindir}/gtk-update-icon-cache ]; then
%{_bindir}/gtk-update-icon-cache --quiet %{_datadir}/icons/hicolor || :
fi
%postun
touch --no-create %{_datadir}/icons/hicolor || :
if [ -x %{_bindir}/gtk-update-icon-cache ]; then
%{_bindir}/gtk-update-icon-cache --quiet %{_datadir}/icons/hicolor || :
fi
%files
%defattr(-,root,root,-)
%attr(2755,games,games) %{_bindir}/rogue
%{_mandir}/man6/rogue.6.gz
%{_datadir}/applications/fedora-%{name}.desktop
%{_datadir}/icons/hicolor/32x32/apps/rogue.png
%dir %attr(0775,games,games) %{_var}/games/roguelike
%config(noreplace) %attr(0664,games,games) %{_var}/games/roguelike/rogue54.scr
%doc %{_docdir}/%{name}-%{version}
%changelog
* Sun Sep 2 2007 Wart <wart at kobold.org> 5.4.4-1
- Update to 5.4.4
* Mon Aug 20 2007 Wart <wart at kobold.org> 5.4.3-1
- Update to 5.4.3
* Sun Jul 15 2007 Wart <wart at kobold.org> 5.4.2-9
- New upstream home page and download URL
- Add patch when reading long values from the save file on 64-bit arch
(BZ #248283)
- Add patch removing many compiler warnings
- Use proper version in the .desktop file
* Sat Mar 3 2007 Wart <wart at kobold.org> 5.4.2-8
- Use better sourceforge download url
- Use more precise desktop file categories
* Mon Aug 28 2006 Wart <wart at kobold.org> 5.4.2-7
- Rebuild for Fedora Extras
* Tue May 16 2006 Wart <wart at kobold.org> 5.4.2-6
- Added empty initial scoreboard file.
* Mon May 15 2006 Wart <wart at kobold.org> 5.4.2-5
- Better setuid/setgid handling (again) (BZ #187392)
* Thu Mar 30 2006 Wart <wart at kobold.org> 5.4.2-4
- Better setuid/setgid handling (BZ #187392)
- Resize desktop icon to match directory name
* Mon Mar 13 2006 Wart <wart at kobold.org> 5.4.2-3
- Added icon for .desktop file.
* Sun Mar 12 2006 Wart <wart at kobold.org> 5.4.2-2
- Added missing BR: ncurses-devel, desktop-file-utils
* Sat Feb 25 2006 Wart <wart at kobold.org> 5.4.2-1
- Initial spec file.

View File

@@ -1,19 +0,0 @@
Microsoft Visual Studio Solution File, Format Version 9.00
# Visual C++ Express 2005
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "rogue54", "rogue54.vcproj", "{9EA0D326-8097-4ADA-82EA-4DB1F5CAA8F6}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{9EA0D326-8097-4ADA-82EA-4DB1F5CAA8F6}.Debug|Win32.ActiveCfg = Debug|Win32
{9EA0D326-8097-4ADA-82EA-4DB1F5CAA8F6}.Debug|Win32.Build.0 = Debug|Win32
{9EA0D326-8097-4ADA-82EA-4DB1F5CAA8F6}.Release|Win32.ActiveCfg = Release|Win32
{9EA0D326-8097-4ADA-82EA-4DB1F5CAA8F6}.Release|Win32.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

View File

@@ -1,396 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="8.00"
Name="rogue54"
ProjectGUID="{9EA0D326-8097-4ADA-82EA-4DB1F5CAA8F6}"
Keyword="Win32Proj"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="Debug"
IntermediateDirectory="Debug"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
InlineFunctionExpansion="0"
AdditionalIncludeDirectories="../pdcurses"
PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS;_CRT_SECURE_NO_DEPRECATE;ALLSCORES;MASTER;SCOREFILE=\&quot;rogue54.scr\&quot;;LOCKFILE=\&quot;rogue54.lck\&quot;"
StringPooling="true"
MinimalRebuild="false"
ExceptionHandling="0"
BasicRuntimeChecks="3"
RuntimeLibrary="0"
BufferSecurityCheck="true"
EnableFunctionLevelLinking="true"
DisableLanguageExtensions="false"
ForceConformanceInForLoopScope="true"
UsePrecompiledHeader="0"
BrowseInformation="0"
WarningLevel="4"
Detect64BitPortabilityProblems="true"
DebugInformationFormat="4"
CompileAs="1"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalDependencies="Ws2_32.lib pdcurses.lib advapi32.lib shfolder.lib user32.lib"
OutputFile="$(OutDir)/rogue54.exe"
LinkIncremental="2"
AdditionalLibraryDirectories="..\pdcurses"
IgnoreAllDefaultLibraries="false"
IgnoreDefaultLibraryNames=""
GenerateDebugInformation="true"
ProgramDatabaseFile="$(OutDir)/rogue54.pdb"
SubSystem="1"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCWebDeploymentTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="Release"
IntermediateDirectory="Release"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="2"
InlineFunctionExpansion="1"
OmitFramePointers="true"
PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS"
StringPooling="true"
RuntimeLibrary="0"
EnableFunctionLevelLinking="true"
UsePrecompiledHeader="2"
WarningLevel="3"
Detect64BitPortabilityProblems="true"
DebugInformationFormat="3"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
OutputFile="$(OutDir)/rogue54.exe"
LinkIncremental="1"
GenerateDebugInformation="true"
SubSystem="2"
OptimizeReferences="2"
EnableCOMDATFolding="2"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCWebDeploymentTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
Name="Source Files"
Filter="cpp;c;cxx;def;odl;idl;hpj;bat;asm"
>
<File
RelativePath="armor.c"
>
</File>
<File
RelativePath="chase.c"
>
</File>
<File
RelativePath="command.c"
>
</File>
<File
RelativePath="daemon.c"
>
</File>
<File
RelativePath="daemons.c"
>
</File>
<File
RelativePath="extern.c"
>
</File>
<File
RelativePath="fight.c"
>
</File>
<File
RelativePath="findpw.c"
>
<FileConfiguration
Name="Debug|Win32"
ExcludedFromBuild="true"
>
<Tool
Name="VCCLCompilerTool"
/>
</FileConfiguration>
</File>
<File
RelativePath="init.c"
>
</File>
<File
RelativePath="io.c"
>
</File>
<File
RelativePath="list.c"
>
</File>
<File
RelativePath="mach_dep.c"
>
</File>
<File
RelativePath="main.c"
>
</File>
<File
RelativePath="mdport.c"
>
</File>
<File
RelativePath="misc.c"
>
</File>
<File
RelativePath="monsters.c"
>
</File>
<File
RelativePath="move.c"
>
</File>
<File
RelativePath="new_level.c"
>
</File>
<File
RelativePath="options.c"
>
</File>
<File
RelativePath="pack.c"
>
</File>
<File
RelativePath="passages.c"
>
</File>
<File
RelativePath="potions.c"
>
</File>
<File
RelativePath="rings.c"
>
</File>
<File
RelativePath="rip.c"
>
</File>
<File
RelativePath="rooms.c"
>
</File>
<File
RelativePath="save.c"
>
</File>
<File
RelativePath="scedit.c"
>
<FileConfiguration
Name="Debug|Win32"
ExcludedFromBuild="true"
>
<Tool
Name="VCCLCompilerTool"
/>
</FileConfiguration>
</File>
<File
RelativePath="scmisc.c"
>
<FileConfiguration
Name="Debug|Win32"
ExcludedFromBuild="true"
>
<Tool
Name="VCCLCompilerTool"
/>
</FileConfiguration>
</File>
<File
RelativePath="scrolls.c"
>
</File>
<File
RelativePath="state.c"
>
</File>
<File
RelativePath="sticks.c"
>
</File>
<File
RelativePath="things.c"
>
</File>
<File
RelativePath="vers.c"
>
</File>
<File
RelativePath="weapons.c"
>
</File>
<File
RelativePath="wizard.c"
>
</File>
<File
RelativePath="xcrypt.c"
>
</File>
</Filter>
<Filter
Name="Header Files"
Filter="h;hpp;hxx;hm;inl;inc"
>
<File
RelativePath="extern.h"
>
</File>
<File
RelativePath="rogue.h"
>
</File>
<File
RelativePath="score.h"
>
</File>
</Filter>
<Filter
Name="Resource Files"
Filter="rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
>
</Filter>
<File
RelativePath="LICENSE.TXT"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

472
rooms.c
View File

@@ -1,472 +0,0 @@
/*
* Create the layout for the new level
*
* @(#)rooms.c 4.45 (Berkeley) 02/05/99
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <ctype.h>
#include <curses.h>
#include "rogue.h"
typedef struct spot { /* position matrix for maze positions */
int nexits;
coord exits[4];
int used;
} SPOT;
#define GOLDGRP 1
/*
* do_rooms:
* Create rooms and corridors with a connectivity graph
*/
void
do_rooms()
{
int i;
struct room *rp;
THING *tp;
int left_out;
static coord top;
coord bsze; /* maximum room size */
coord mp;
bsze.x = NUMCOLS / 3;
bsze.y = NUMLINES / 3;
/*
* Clear things for a new level
*/
for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
{
rp->r_goldval = 0;
rp->r_nexits = 0;
rp->r_flags = 0;
}
/*
* Put the gone rooms, if any, on the level
*/
left_out = rnd(4);
for (i = 0; i < left_out; i++)
rooms[rnd_room()].r_flags |= ISGONE;
/*
* dig and populate all the rooms on the level
*/
for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
{
/*
* Find upper left corner of box that this room goes in
*/
top.x = (i % 3) * bsze.x + 1;
top.y = (i / 3) * bsze.y;
if (rp->r_flags & ISGONE)
{
/*
* Place a gone room. Make certain that there is a blank line
* for passage drawing.
*/
do
{
rp->r_pos.x = top.x + rnd(bsze.x - 2) + 1;
rp->r_pos.y = top.y + rnd(bsze.y - 2) + 1;
rp->r_max.x = -NUMCOLS;
rp->r_max.y = -NUMLINES;
} until (rp->r_pos.y > 0 && rp->r_pos.y < NUMLINES-1);
continue;
}
/*
* set room type
*/
if (rnd(10) < level - 1)
{
rp->r_flags |= ISDARK; /* dark room */
if (rnd(15) == 0)
rp->r_flags = ISMAZE; /* maze room */
}
/*
* Find a place and size for a random room
*/
if (rp->r_flags & ISMAZE)
{
rp->r_max.x = bsze.x - 1;
rp->r_max.y = bsze.y - 1;
if ((rp->r_pos.x = top.x) == 1)
rp->r_pos.x = 0;
if ((rp->r_pos.y = top.y) == 0)
{
rp->r_pos.y++;
rp->r_max.y--;
}
}
else
do
{
rp->r_max.x = rnd(bsze.x - 4) + 4;
rp->r_max.y = rnd(bsze.y - 4) + 4;
rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x);
rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y);
} until (rp->r_pos.y != 0);
draw_room(rp);
/*
* Put the gold in
*/
if (rnd(2) == 0 && (!amulet || level >= max_level))
{
THING *gold;
gold = new_item();
gold->o_goldval = rp->r_goldval = GOLDCALC;
find_floor(rp, &rp->r_gold, FALSE, FALSE);
gold->o_pos = rp->r_gold;
chat(rp->r_gold.y, rp->r_gold.x) = GOLD;
gold->o_flags = ISMANY;
gold->o_group = GOLDGRP;
gold->o_type = GOLD;
attach(lvl_obj, gold);
}
/*
* Put the monster in
*/
if (rnd(100) < (rp->r_goldval > 0 ? 80 : 25))
{
tp = new_item();
find_floor(rp, &mp, FALSE, TRUE);
new_monster(tp, randmonster(FALSE), &mp);
give_pack(tp);
}
}
}
/*
* draw_room:
* Draw a box around a room and lay down the floor for normal
* rooms; for maze rooms, draw maze.
*/
void
draw_room(struct room *rp)
{
int y, x;
if (rp->r_flags & ISMAZE)
do_maze(rp);
else
{
vert(rp, rp->r_pos.x); /* Draw left side */
vert(rp, rp->r_pos.x + rp->r_max.x - 1); /* Draw right side */
horiz(rp, rp->r_pos.y); /* Draw top */
horiz(rp, rp->r_pos.y + rp->r_max.y - 1); /* Draw bottom */
/*
* Put the floor down
*/
for (y = rp->r_pos.y + 1; y < rp->r_pos.y + rp->r_max.y - 1; y++)
for (x = rp->r_pos.x + 1; x < rp->r_pos.x + rp->r_max.x - 1; x++)
chat(y, x) = FLOOR;
}
}
/*
* vert:
* Draw a vertical line
*/
void
vert(struct room *rp, int startx)
{
int y;
for (y = rp->r_pos.y + 1; y <= rp->r_max.y + rp->r_pos.y - 1; y++)
chat(y, startx) = '|';
}
/*
* horiz:
* Draw a horizontal line
*/
void
horiz(struct room *rp, int starty)
{
int x;
for (x = rp->r_pos.x; x <= rp->r_pos.x + rp->r_max.x - 1; x++)
chat(starty, x) = '-';
}
/*
* do_maze:
* Dig a maze
*/
static int Maxy, Maxx, Starty, Startx;
static SPOT maze[NUMLINES/3+1][NUMCOLS/3+1];
void
do_maze(struct room *rp)
{
SPOT *sp;
int starty, startx;
static coord pos;
for (sp = &maze[0][0]; sp <= &maze[NUMLINES / 3][NUMCOLS / 3]; sp++)
{
sp->used = FALSE;
sp->nexits = 0;
}
Maxy = rp->r_max.y;
Maxx = rp->r_max.x;
Starty = rp->r_pos.y;
Startx = rp->r_pos.x;
starty = (rnd(rp->r_max.y) / 2) * 2;
startx = (rnd(rp->r_max.x) / 2) * 2;
pos.y = starty + Starty;
pos.x = startx + Startx;
putpass(&pos);
dig(starty, startx);
}
/*
* dig:
* Dig out from around where we are now, if possible
*/
void
dig(int y, int x)
{
coord *cp;
int cnt, newy, newx, nexty = 0, nextx = 0;
static coord pos;
static coord del[4] = {
{2, 0}, {-2, 0}, {0, 2}, {0, -2}
};
for (;;)
{
cnt = 0;
for (cp = del; cp <= &del[3]; cp++)
{
newy = y + cp->y;
newx = x + cp->x;
if (newy < 0 || newy > Maxy || newx < 0 || newx > Maxx)
continue;
if (flat(newy + Starty, newx + Startx) & F_PASS)
continue;
if (rnd(++cnt) == 0)
{
nexty = newy;
nextx = newx;
}
}
if (cnt == 0)
return;
accnt_maze(y, x, nexty, nextx);
accnt_maze(nexty, nextx, y, x);
if (nexty == y)
{
pos.y = y + Starty;
if (nextx - x < 0)
pos.x = nextx + Startx + 1;
else
pos.x = nextx + Startx - 1;
}
else
{
pos.x = x + Startx;
if (nexty - y < 0)
pos.y = nexty + Starty + 1;
else
pos.y = nexty + Starty - 1;
}
putpass(&pos);
pos.y = nexty + Starty;
pos.x = nextx + Startx;
putpass(&pos);
dig(nexty, nextx);
}
}
/*
* accnt_maze:
* Account for maze exits
*/
void
accnt_maze(int y, int x, int ny, int nx)
{
SPOT *sp;
coord *cp;
sp = &maze[y][x];
for (cp = sp->exits; cp < &sp->exits[sp->nexits]; cp++)
if (cp->y == ny && cp->x == nx)
return;
cp->y = ny;
cp->x = nx;
}
/*
* rnd_pos:
* Pick a random spot in a room
*/
void
rnd_pos(struct room *rp, coord *cp)
{
cp->x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1;
cp->y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1;
}
/*
* find_floor:
* Find a valid floor spot in this room. If rp is NULL, then
* pick a new room each time around the loop.
*/
bool
find_floor(struct room *rp, coord *cp, int limit, bool monst)
{
PLACE *pp;
int cnt;
char compchar = 0;
bool pickroom;
pickroom = (bool)(rp == NULL);
if (!pickroom)
compchar = ((rp->r_flags & ISMAZE) ? PASSAGE : FLOOR);
cnt = limit;
for (;;)
{
if (limit && cnt-- == 0)
return FALSE;
if (pickroom)
{
rp = &rooms[rnd_room()];
compchar = ((rp->r_flags & ISMAZE) ? PASSAGE : FLOOR);
}
rnd_pos(rp, cp);
pp = INDEX(cp->y, cp->x);
if (monst)
{
if (pp->p_monst == NULL && step_ok(pp->p_ch))
return TRUE;
}
else if (pp->p_ch == compchar)
return TRUE;
}
}
/*
* enter_room:
* Code that is executed whenver you appear in a room
*/
void
enter_room(coord *cp)
{
struct room *rp;
THING *tp;
int y, x;
char ch;
rp = proom = roomin(cp);
door_open(rp);
if (!(rp->r_flags & ISDARK) && !on(player, ISBLIND))
for (y = rp->r_pos.y; y < rp->r_max.y + rp->r_pos.y; y++)
{
move(y, rp->r_pos.x);
for (x = rp->r_pos.x; x < rp->r_max.x + rp->r_pos.x; x++)
{
tp = moat(y, x);
ch = chat(y, x);
if (tp == NULL)
if (CCHAR(inch()) != ch)
addch(ch);
else
move(y, x + 1);
else
{
tp->t_oldch = ch;
if (!see_monst(tp))
if (on(player, SEEMONST))
{
standout();
addch(tp->t_disguise);
standend();
}
else
addch(ch);
else
addch(tp->t_disguise);
}
}
}
}
/*
* leave_room:
* Code for when we exit a room
*/
void
leave_room(coord *cp)
{
PLACE *pp;
struct room *rp;
int y, x;
char floor;
char ch;
rp = proom;
if (rp->r_flags & ISMAZE)
return;
if (rp->r_flags & ISGONE)
floor = PASSAGE;
else if (!(rp->r_flags & ISDARK) || on(player, ISBLIND))
floor = FLOOR;
else
floor = ' ';
proom = &passages[flat(cp->y, cp->x) & F_PNUM];
for (y = rp->r_pos.y; y < rp->r_max.y + rp->r_pos.y; y++)
for (x = rp->r_pos.x; x < rp->r_max.x + rp->r_pos.x; x++)
{
move(y, x);
switch ( ch = CCHAR(inch()) )
{
case FLOOR:
if (floor == ' ' && ch != ' ')
addch(' ');
break;
default:
/*
* to check for monster, we have to strip out
* standout bit
*/
if (isupper(toascii(ch)))
{
if (on(player, SEEMONST))
{
standout();
addch(ch);
standend();
break;
}
pp = INDEX(y,x);
addch(pp->p_ch == DOOR ? DOOR : floor);
}
}
}
door_open(rp);
}

390
save.c
View File

@@ -1,390 +0,0 @@
/*
* save and restore routines
*
* @(#)save.c 4.33 (Berkeley) 06/01/83
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <stdlib.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <errno.h>
#include <signal.h>
#include <string.h>
#include <curses.h>
#include "rogue.h"
#include "score.h"
typedef struct stat STAT;
extern char version[], encstr[];
static STAT sbuf;
/*
* save_game:
* Implement the "save game" command
*/
void
save_game()
{
FILE *savef;
int c;
auto char buf[MAXSTR];
/*
* get file name
*/
mpos = 0;
over:
if (file_name[0] != '\0')
{
for (;;)
{
msg("save file (%s)? ", file_name);
c = readchar();
mpos = 0;
if (c == ESCAPE)
{
msg("");
return;
}
else if (c == 'n' || c == 'N' || c == 'y' || c == 'Y')
break;
else
msg("please answer Y or N");
}
if (c == 'y' || c == 'Y')
{
addstr("Yes\n");
refresh();
strcpy(buf, file_name);
goto gotfile;
}
}
do
{
mpos = 0;
msg("file name: ");
buf[0] = '\0';
if (get_str(buf, stdscr) == QUIT)
{
quit_it:
msg("");
return;
}
mpos = 0;
gotfile:
/*
* test to see if the file exists
*/
if (stat(buf, &sbuf) >= 0)
{
for (;;)
{
msg("File exists. Do you wish to overwrite it?");
mpos = 0;
if ((c = readchar()) == ESCAPE)
goto quit_it;
if (c == 'y' || c == 'Y')
break;
else if (c == 'n' || c == 'N')
goto over;
else
msg("Please answer Y or N");
}
msg("file name: %s", buf);
md_unlink(file_name);
}
strcpy(file_name, buf);
if ((savef = fopen(file_name, "w")) == NULL)
msg(strerror(errno));
} while (savef == NULL);
save_file(savef);
/* NOTREACHED */
}
/*
* auto_save:
* Automatically save a file. This is used if a HUP signal is
* recieved
*/
void
auto_save(int sig)
{
FILE *savef;
NOOP(sig);
md_ignoreallsignals();
if (file_name[0] != '\0' && ((savef = fopen(file_name, "w")) != NULL ||
(md_unlink_open_file(file_name, savef) >= 0 && (savef = fopen(file_name, "w")) != NULL)))
save_file(savef);
exit(0);
}
/*
* save_file:
* Write the saved game on the file
*/
void
save_file(FILE *savef)
{
char buf[80];
mvcur(0, COLS - 1, LINES - 1, 0);
putchar('\n');
endwin();
resetltchars();
md_chmod(file_name, 0400);
encwrite(version, strlen(version)+1, savef);
sprintf(buf,"%d x %d\n", LINES, COLS);
encwrite(buf,80,savef);
rs_save_file(savef);
fflush(savef);
fclose(savef);
exit(0);
}
/*
* restore:
* Restore a saved game from a file with elaborate checks for file
* integrity from cheaters
*/
bool
restore(char *file, char **envp)
{
FILE *inf;
int syml;
extern char **environ;
auto char buf[MAXSTR];
auto STAT sbuf2;
int lines, cols;
if (strcmp(file, "-r") == 0)
file = file_name;
md_tstphold();
if ((inf = fopen(file,"r")) == NULL)
{
perror(file);
return FALSE;
}
stat(file, &sbuf2);
syml = is_symlink(file);
fflush(stdout);
encread(buf, (unsigned) strlen(version) + 1, inf);
if (strcmp(buf, version) != 0)
{
printf("Sorry, saved game is out of date.\n");
return FALSE;
}
encread(buf,80,inf);
sscanf(buf,"%d x %d\n", &lines, &cols);
initscr(); /* Start up cursor package */
keypad(stdscr, 1);
if (lines > LINES)
{
endwin();
printf("Sorry, original game was played on a screen with %d lines.\n",lines);
printf("Current screen only has %d lines. Unable to restore game\n",LINES);
return(FALSE);
}
if (cols > COLS)
{
endwin();
printf("Sorry, original game was played on a screen with %d columns.\n",cols);
printf("Current screen only has %d columns. Unable to restore game\n",COLS);
return(FALSE);
}
hw = newwin(LINES, COLS, 0, 0);
setup();
rs_restore_file(inf);
/*
* we do not close the file so that we will have a hold of the
* inode for as long as possible
*/
if (
#ifdef MASTER
!wizard &&
#endif
md_unlink_open_file(file, inf) < 0)
{
printf("Cannot unlink file\n");
return FALSE;
}
mpos = 0;
/* printw(0, 0, "%s: %s", file, ctime(&sbuf2.st_mtime)); */
/*
printw("%s: %s", file, ctime(&sbuf2.st_mtime));
*/
clearok(stdscr,TRUE);
/*
* defeat multiple restarting from the same place
*/
#ifdef MASTER
if (!wizard)
#endif
if (sbuf2.st_nlink != 1 || syml)
{
endwin();
printf("\nCannot restore from a linked file\n");
return FALSE;
}
if (pstats.s_hpt <= 0)
{
endwin();
printf("\n\"He's dead, Jim\"\n");
return FALSE;
}
md_tstpresume();
environ = envp;
strcpy(file_name, file);
clearok(curscr, TRUE);
srand(md_getpid());
msg("file name: %s", file);
playit();
/*NOTREACHED*/
return(0);
}
/*
* encwrite:
* Perform an encrypted write
*/
size_t
encwrite(char *start, size_t size, FILE *outf)
{
char *e1, *e2, fb;
int temp;
extern char statlist[];
size_t o_size = size;
e1 = encstr;
e2 = statlist;
fb = 0;
while(size)
{
if (putc(*start++ ^ *e1 ^ *e2 ^ fb, outf) == EOF)
break;
temp = *e1++;
fb = fb + ((char) (temp * *e2++));
if (*e1 == '\0')
e1 = encstr;
if (*e2 == '\0')
e2 = statlist;
size--;
}
return(o_size - size);
}
/*
* encread:
* Perform an encrypted read
*/
size_t
encread(char *start, size_t size, FILE *inf)
{
char *e1, *e2, fb;
int temp;
size_t read_size;
extern char statlist[];
fb = 0;
if ((read_size = fread(start,1,size,inf)) == 0 || read_size == -1)
return(read_size);
e1 = encstr;
e2 = statlist;
while (size--)
{
*start++ ^= *e1 ^ *e2 ^ fb;
temp = *e1++;
fb = fb + (char)(temp * *e2++);
if (*e1 == '\0')
e1 = encstr;
if (*e2 == '\0')
e2 = statlist;
}
return(read_size);
}
static char scoreline[100];
/*
* read_scrore
* Read in the score file
*/
void
rd_score(SCORE *top_ten)
{
unsigned int i;
if (scoreboard == NULL)
return;
rewind(scoreboard);
for(i = 0; i < numscores; i++)
{
encread(top_ten[i].sc_name, MAXSTR, scoreboard);
encread(scoreline, 100, scoreboard);
sscanf(scoreline, " %u %d %u %hu %d %x \n",
&top_ten[i].sc_uid, &top_ten[i].sc_score,
&top_ten[i].sc_flags, &top_ten[i].sc_monster,
&top_ten[i].sc_level, &top_ten[i].sc_time);
}
rewind(scoreboard);
}
/*
* write_scrore
* Read in the score file
*/
void
wr_score(SCORE *top_ten)
{
unsigned int i;
if (scoreboard == NULL)
return;
rewind(scoreboard);
for(i = 0; i < numscores; i++)
{
memset(scoreline,0,100);
encwrite(top_ten[i].sc_name, MAXSTR, scoreboard);
sprintf(scoreline, " %u %d %u %hu %d %x \n",
top_ten[i].sc_uid, top_ten[i].sc_score,
top_ten[i].sc_flags, top_ten[i].sc_monster,
top_ten[i].sc_level, top_ten[i].sc_time);
encwrite(scoreline,100,scoreboard);
}
rewind(scoreboard);
}

26
score.h
View File

@@ -1,26 +0,0 @@
/*
* Score file structure
*
* @(#)score.h 4.6 (Berkeley) 02/05/99
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
struct sc_ent {
unsigned int sc_uid;
int sc_score;
unsigned int sc_flags;
unsigned short sc_monster;
char sc_name[MAXSTR];
int sc_level;
unsigned int sc_time;
};
typedef struct sc_ent SCORE;
void rd_score(SCORE *top_ten);
void wr_score(SCORE *top_ten);

329
scrolls.c
View File

@@ -1,329 +0,0 @@
/*
* Read a scroll and let it happen
*
* @(#)scrolls.c 4.44 (Berkeley) 02/05/99
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <curses.h>
#include <ctype.h>
#include "rogue.h"
/*
* read_scroll:
* Read a scroll from the pack and do the appropriate thing
*/
void
read_scroll()
{
THING *obj;
PLACE *pp;
int y, x;
char ch;
int i;
bool discardit = FALSE;
struct room *cur_room;
THING *orig_obj;
static coord mp;
obj = get_item("read", SCROLL);
if (obj == NULL)
return;
if (obj->o_type != SCROLL)
{
if (!terse)
msg("there is nothing on it to read");
else
msg("nothing to read");
return;
}
/*
* Calculate the effect it has on the poor guy.
*/
if (obj == cur_weapon)
cur_weapon = NULL;
/*
* Get rid of the thing
*/
discardit = (bool)(obj->o_count == 1);
leave_pack(obj, FALSE, FALSE);
orig_obj = obj;
switch (obj->o_which)
{
case S_CONFUSE:
/*
* Scroll of monster confusion. Give him that power.
*/
player.t_flags |= CANHUH;
msg("your hands begin to glow %s", pick_color("red"));
when S_ARMOR:
if (cur_armor != NULL)
{
cur_armor->o_arm--;
cur_armor->o_flags &= ~ISCURSED;
msg("your armor glows %s for a moment", pick_color("silver"));
}
when S_HOLD:
/*
* Hold monster scroll. Stop all monsters within two spaces
* from chasing after the hero.
*/
ch = 0;
for (x = hero.x - 2; x <= hero.x + 2; x++)
if (x >= 0 && x < NUMCOLS)
for (y = hero.y - 2; y <= hero.y + 2; y++)
if (y >= 0 && y <= NUMLINES - 1)
if ((obj = moat(y, x)) != NULL && on(*obj, ISRUN))
{
obj->t_flags &= ~ISRUN;
obj->t_flags |= ISHELD;
ch++;
}
if (ch)
{
addmsg("the monster");
if (ch > 1)
addmsg("s around you");
addmsg(" freeze");
if (ch == 1)
addmsg("s");
endmsg();
scr_info[S_HOLD].oi_know = TRUE;
}
else
msg("you feel a strange sense of loss");
when S_SLEEP:
/*
* Scroll which makes you fall asleep
*/
scr_info[S_SLEEP].oi_know = TRUE;
no_command += rnd(SLEEPTIME) + 4;
player.t_flags &= ~ISRUN;
msg("you fall asleep");
when S_CREATE:
/*
* Create a monster:
* First look in a circle around him, next try his room
* otherwise give up
*/
i = 0;
for (y = hero.y - 1; y <= hero.y + 1; y++)
for (x = hero.x - 1; x <= hero.x + 1; x++)
/*
* Don't put a monster in top of the player.
*/
if (y == hero.y && x == hero.x)
continue;
/*
* Or anything else nasty
*/
else if (step_ok(ch = winat(y, x)))
{
if (ch == SCROLL
&& find_obj(y, x)->o_which == S_SCARE)
continue;
else if (rnd(++i) == 0)
{
mp.y = y;
mp.x = x;
}
}
if (i == 0)
msg("you hear a faint cry of anguish in the distance");
else
{
obj = new_item();
new_monster(obj, randmonster(FALSE), &mp);
}
when S_ID_POTION:
case S_ID_SCROLL:
case S_ID_WEAPON:
case S_ID_ARMOR:
case S_ID_R_OR_S:
{
static char id_type[S_ID_R_OR_S + 1] =
{ 0, 0, 0, 0, 0, POTION, SCROLL, WEAPON, ARMOR, R_OR_S };
/*
* Identify, let him figure something out
*/
scr_info[obj->o_which].oi_know = TRUE;
msg("this scroll is an %s scroll", scr_info[obj->o_which].oi_name);
whatis(TRUE, id_type[obj->o_which]);
}
when S_MAP:
/*
* Scroll of magic mapping.
*/
scr_info[S_MAP].oi_know = TRUE;
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 = INDEX(y, x);
switch (ch = pp->p_ch)
{
case DOOR:
case STAIRS:
break;
case '-':
case '|':
if (!(pp->p_flags & F_REAL))
{
ch = pp->p_ch = DOOR;
pp->p_flags |= F_REAL;
}
break;
case ' ':
if (pp->p_flags & F_REAL)
goto def;
pp->p_flags |= F_REAL;
ch = pp->p_ch = PASSAGE;
/* FALLTHROUGH */
case PASSAGE:
pass:
if (!(pp->p_flags & F_REAL))
pp->p_ch = PASSAGE;
pp->p_flags |= (F_SEEN|F_REAL);
ch = PASSAGE;
break;
case FLOOR:
if (pp->p_flags & F_REAL)
ch = ' ';
else
{
ch = TRAP;
pp->p_ch = TRAP;
pp->p_flags |= (F_SEEN|F_REAL);
}
break;
default:
def:
if (pp->p_flags & F_PASS)
goto pass;
ch = ' ';
break;
}
if (ch != ' ')
{
if ((obj = pp->p_monst) != NULL)
obj->t_oldch = ch;
if (obj == NULL || !on(player, SEEMONST))
mvaddch(y, x, ch);
}
}
when S_FDET:
/*
* Potion of gold detection
*/
ch = FALSE;
wclear(hw);
for (obj = lvl_obj; obj != NULL; obj = next(obj))
if (obj->o_type == FOOD)
{
ch = TRUE;
wmove(hw, obj->o_pos.y, obj->o_pos.x);
waddch(hw, FOOD);
}
if (ch)
{
scr_info[S_FDET].oi_know = TRUE;
show_win("Your nose tingles and you smell food.--More--");
}
else
msg("your nose tingles");
when S_TELEP:
/*
* Scroll of teleportation:
* Make him dissapear and reappear
*/
{
cur_room = proom;
teleport();
if (cur_room != proom)
scr_info[S_TELEP].oi_know = TRUE;
}
when S_ENCH:
if (cur_weapon == NULL || cur_weapon->o_type != WEAPON)
msg("you feel a strange sense of loss");
else
{
cur_weapon->o_flags &= ~ISCURSED;
if (rnd(2) == 0)
cur_weapon->o_hplus++;
else
cur_weapon->o_dplus++;
msg("your %s glows %s for a moment",
weap_info[cur_weapon->o_which].oi_name, pick_color("blue"));
}
when S_SCARE:
/*
* Reading it is a mistake and produces laughter at her
* poor boo boo.
*/
msg("you hear maniacal laughter in the distance");
when S_REMOVE:
uncurse(cur_armor);
uncurse(cur_weapon);
uncurse(cur_ring[LEFT]);
uncurse(cur_ring[RIGHT]);
msg(choose_str("you feel in touch with the Universal Onenes",
"you feel as if somebody is watching over you"));
when S_AGGR:
/*
* This scroll aggravates all the monsters on the current
* level and sets them running towards the hero
*/
aggravate();
msg("you hear a high pitched humming noise");
when S_PROTECT:
if (cur_armor != NULL)
{
cur_armor->o_flags |= ISPROT;
msg("your armor is covered by a shimmering %s shield",
pick_color("gold"));
}
else
msg("you feel a strange sense of loss");
#ifdef MASTER
otherwise:
msg("what a puzzling scroll!");
return;
#endif
}
obj = orig_obj;
look(TRUE); /* put the result of the scroll on the screen */
status();
call_it(&scr_info[obj->o_which]);
if (discardit)
discard(obj);
}
/*
* uncurse:
* Uncurse an item
*/
void
uncurse(THING *obj)
{
if (obj != NULL)
obj->o_flags &= ~ISCURSED;
}

2134
state.c

File diff suppressed because it is too large Load Diff

431
sticks.c
View File

@@ -1,431 +0,0 @@
/*
* Functions to implement the various sticks one might find
* while wandering around the dungeon.
*
* @(#)sticks.c 4.39 (Berkeley) 02/05/99
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <curses.h>
#include <string.h>
#include <ctype.h>
#include "rogue.h"
/*
* fix_stick:
* Set up a new stick
*/
void
fix_stick(THING *cur)
{
if (strcmp(ws_type[cur->o_which], "staff") == 0)
strncpy(cur->o_damage,"2x3",sizeof(cur->o_damage));
else
strncpy(cur->o_damage,"1x1",sizeof(cur->o_damage));
strncpy(cur->o_hurldmg,"1x1",sizeof(cur->o_hurldmg));
switch (cur->o_which)
{
case WS_LIGHT:
cur->o_charges = rnd(10) + 10;
otherwise:
cur->o_charges = rnd(5) + 3;
}
}
/*
* do_zap:
* Perform a zap with a wand
*/
void
do_zap()
{
THING *obj, *tp;
int y, x;
char *name;
char monster, oldch;
static THING bolt;
if ((obj = get_item("zap with", STICK)) == NULL)
return;
if (obj->o_type != STICK)
{
after = FALSE;
msg("you can't zap with that!");
return;
}
if (obj->o_charges == 0)
{
msg("nothing happens");
return;
}
switch (obj->o_which)
{
case WS_LIGHT:
/*
* Reddy Kilowat wand. Light up the room
*/
ws_info[WS_LIGHT].oi_know = TRUE;
if (proom->r_flags & ISGONE)
msg("the corridor glows and then fades");
else
{
proom->r_flags &= ~ISDARK;
/*
* Light the room and put the player back up
*/
enter_room(&hero);
addmsg("the room is lit");
if (!terse)
addmsg(" by a shimmering %s light", pick_color("blue"));
endmsg();
}
when WS_DRAIN:
/*
* take away 1/2 of hero's hit points, then take it away
* evenly from the monsters in the room (or next to hero
* if he is in a passage)
*/
if (pstats.s_hpt < 2)
{
msg("you are too weak to use it");
return;
}
else
drain();
when WS_INVIS:
case WS_POLYMORPH:
case WS_TELAWAY:
case WS_TELTO:
case WS_CANCEL:
y = hero.y;
x = hero.x;
while (step_ok(winat(y, x)))
{
y += delta.y;
x += delta.x;
}
if ((tp = moat(y, x)) != NULL)
{
monster = tp->t_type;
if (monster == 'F')
player.t_flags &= ~ISHELD;
switch (obj->o_which) {
case WS_INVIS:
tp->t_flags |= ISINVIS;
if (cansee(y, x))
mvaddch(y, x, tp->t_oldch);
break;
case WS_POLYMORPH:
{
THING *pp;
pp = tp->t_pack;
detach(mlist, tp);
if (see_monst(tp))
mvaddch(y, x, chat(y, x));
oldch = tp->t_oldch;
delta.y = y;
delta.x = x;
new_monster(tp, monster = (char)(rnd(26) + 'A'), &delta);
if (see_monst(tp))
mvaddch(y, x, monster);
tp->t_oldch = oldch;
tp->t_pack = pp;
ws_info[WS_POLYMORPH].oi_know |= see_monst(tp);
break;
}
case WS_CANCEL:
tp->t_flags |= ISCANC;
tp->t_flags &= ~(ISINVIS|CANHUH);
tp->t_disguise = tp->t_type;
if (see_monst(tp))
mvaddch(y, x, tp->t_disguise);
break;
case WS_TELAWAY:
case WS_TELTO:
{
coord new_pos;
if (obj->o_which == WS_TELAWAY)
{
do
{
find_floor(NULL, &new_pos, FALSE, TRUE);
} while (ce(new_pos, hero));
}
else
{
new_pos.y = hero.y + delta.y;
new_pos.x = hero.x + delta.x;
}
tp->t_dest = &hero;
tp->t_flags |= ISRUN;
relocate(tp, &new_pos);
}
}
}
when WS_MISSILE:
ws_info[WS_MISSILE].oi_know = TRUE;
bolt.o_type = '*';
strncpy(bolt.o_hurldmg,"1x4",sizeof(bolt.o_hurldmg));
bolt.o_hplus = 100;
bolt.o_dplus = 1;
bolt.o_flags = ISMISL;
if (cur_weapon != NULL)
bolt.o_launch = cur_weapon->o_which;
do_motion(&bolt, delta.y, delta.x);
if ((tp = moat(bolt.o_pos.y, bolt.o_pos.x)) != NULL
&& !save_throw(VS_MAGIC, tp))
hit_monster(unc(bolt.o_pos), &bolt);
else if (terse)
msg("missle vanishes");
else
msg("the missle vanishes with a puff of smoke");
when WS_HASTE_M:
case WS_SLOW_M:
y = hero.y;
x = hero.x;
while (step_ok(winat(y, x)))
{
y += delta.y;
x += delta.x;
}
if ((tp = moat(y, x)) != NULL)
{
if (obj->o_which == WS_HASTE_M)
{
if (on(*tp, ISSLOW))
tp->t_flags &= ~ISSLOW;
else
tp->t_flags |= ISHASTE;
}
else
{
if (on(*tp, ISHASTE))
tp->t_flags &= ~ISHASTE;
else
tp->t_flags |= ISSLOW;
tp->t_turn = TRUE;
}
delta.y = y;
delta.x = x;
runto(&delta);
}
when WS_ELECT:
case WS_FIRE:
case WS_COLD:
if (obj->o_which == WS_ELECT)
name = "bolt";
else if (obj->o_which == WS_FIRE)
name = "flame";
else
name = "ice";
fire_bolt(&hero, &delta, name);
ws_info[obj->o_which].oi_know = TRUE;
when WS_NOP:
break;
#ifdef MASTER
otherwise:
msg("what a bizarre schtick!");
#endif
}
obj->o_charges--;
}
/*
* drain:
* Do drain hit points from player shtick
*/
void
drain()
{
THING *mp;
struct room *corp;
THING **dp;
int cnt;
bool inpass;
static THING *drainee[40];
/*
* First cnt how many things we need to spread the hit points among
*/
cnt = 0;
if (chat(hero.y, hero.x) == DOOR)
corp = &passages[flat(hero.y, hero.x) & F_PNUM];
else
corp = NULL;
inpass = (bool)(proom->r_flags & ISGONE);
dp = drainee;
for (mp = mlist; mp != NULL; mp = next(mp))
if (mp->t_room == proom || mp->t_room == corp ||
(inpass && chat(mp->t_pos.y, mp->t_pos.x) == DOOR &&
&passages[flat(mp->t_pos.y, mp->t_pos.x) & F_PNUM] == proom))
*dp++ = mp;
if ((cnt = (int)(dp - drainee)) == 0)
{
msg("you have a tingling feeling");
return;
}
*dp = NULL;
pstats.s_hpt /= 2;
cnt = pstats.s_hpt / cnt;
/*
* Now zot all of the monsters
*/
for (dp = drainee; *dp; dp++)
{
mp = *dp;
if ((mp->t_stats.s_hpt -= cnt) <= 0)
killed(mp, see_monst(mp));
else
runto(&mp->t_pos);
}
}
/*
* fire_bolt:
* Fire a bolt in a given direction from a specific starting place
*/
void
fire_bolt(coord *start, coord *dir, char *name)
{
coord *c1, *c2;
THING *tp;
char dirch = 0, ch;
bool hit_hero, used, changed;
static coord pos;
static coord spotpos[BOLT_LENGTH];
THING bolt;
bolt.o_type = WEAPON;
bolt.o_which = FLAME;
strncpy(bolt.o_hurldmg,"6x6",sizeof(bolt.o_hurldmg));
bolt.o_hplus = 100;
bolt.o_dplus = 0;
weap_info[FLAME].oi_name = name;
switch (dir->y + dir->x)
{
case 0: dirch = '/';
when 1: case -1: dirch = (dir->y == 0 ? '-' : '|');
when 2: case -2: dirch = '\\';
}
pos = *start;
hit_hero = (bool)(start != &hero);
used = FALSE;
changed = FALSE;
for (c1 = spotpos; c1 <= &spotpos[BOLT_LENGTH-1] && !used; c1++)
{
pos.y += dir->y;
pos.x += dir->x;
*c1 = pos;
ch = winat(pos.y, pos.x);
switch (ch)
{
case DOOR:
/*
* this code is necessary if the hero is on a door
* and he fires at the wall the door is in, it would
* otherwise loop infinitely
*/
if (ce(hero, pos))
goto def;
/* FALLTHROUGH */
case '|':
case '-':
case ' ':
if (!changed)
hit_hero = !hit_hero;
changed = FALSE;
dir->y = -dir->y;
dir->x = -dir->x;
c1--;
msg("the %s bounces", name);
break;
default:
def:
if (!hit_hero && (tp = moat(pos.y, pos.x)) != NULL)
{
hit_hero = TRUE;
changed = !changed;
tp->t_oldch = chat(pos.y, pos.x);
if (!save_throw(VS_MAGIC, tp))
{
bolt.o_pos = pos;
used = TRUE;
if (tp->t_type == 'D' && strcmp(name, "flame") == 0)
{
addmsg("the flame bounces");
if (!terse)
addmsg(" off the dragon");
endmsg();
}
else
hit_monster(unc(pos), &bolt);
}
else if (ch != 'M' || tp->t_disguise == 'M')
{
if (start == &hero)
runto(&pos);
if (terse)
msg("%s misses", name);
else
msg("the %s whizzes past %s", name, set_mname(tp));
}
}
else if (hit_hero && ce(pos, hero))
{
hit_hero = FALSE;
changed = !changed;
if (!save(VS_MAGIC))
{
if ((pstats.s_hpt -= roll(6, 6)) <= 0)
{
if (start == &hero)
death('b');
else
death(moat(start->y, start->x)->t_type);
}
used = TRUE;
if (terse)
msg("the %s hits", name);
else
msg("you are hit by the %s", name);
}
else
msg("the %s whizzes by you", name);
}
mvaddch(pos.y, pos.x, dirch);
refresh();
}
}
for (c2 = spotpos; c2 < c1; c2++)
mvaddch(c2->y, c2->x, chat(c2->y, c2->x));
}
/*
* charge_str:
* Return an appropriate string for a wand charge
*/
char *
charge_str(THING *obj)
{
static char buf[20];
if (!(obj->o_flags & ISKNOW))
buf[0] = '\0';
else if (terse)
sprintf(buf, " [%d]", obj->o_charges);
else
sprintf(buf, " [%d charges]", obj->o_charges);
return buf;
}

Some files were not shown because too many files have changed in this diff Show More