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refactor/l
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38
.golangci.yml
Normal file
38
.golangci.yml
Normal file
@@ -0,0 +1,38 @@
|
||||
version: "2"
|
||||
|
||||
run:
|
||||
timeout: 5m
|
||||
modules-download-mode: readonly
|
||||
|
||||
linters:
|
||||
default: all
|
||||
disable:
|
||||
# Genuinely incompatible with project patterns
|
||||
- exhaustruct # Requires all struct fields
|
||||
- depguard # Dependency allow/block lists
|
||||
- godot # Requires comments to end with periods
|
||||
- wsl # Deprecated, replaced by wsl_v5
|
||||
- wrapcheck # Too verbose for internal packages
|
||||
- varnamelen # Short names like db, id are idiomatic Go
|
||||
# Repo-specific exceptions approved by sneak (2026-07-06)
|
||||
- paralleltest # Requires t.Parallel() in every test
|
||||
# Approved by sneak 2026-07-07
|
||||
- testpackage # Tests use internal package game to reach unexported state
|
||||
- exhaustive # C-faithful switches handle only the cases C handled
|
||||
- mnd # C-faithful gameplay literals; naming them hurts C-greppability
|
||||
|
||||
linters-settings:
|
||||
lll:
|
||||
line-length: 88
|
||||
funlen:
|
||||
lines: 80
|
||||
statements: 50
|
||||
cyclop:
|
||||
max-complexity: 15
|
||||
dupl:
|
||||
threshold: 100
|
||||
|
||||
issues:
|
||||
exclude-use-default: false
|
||||
max-issues-per-linter: 0
|
||||
max-same-issues: 0
|
||||
1574
ARCHITECTURE.md
1574
ARCHITECTURE.md
File diff suppressed because it is too large
Load Diff
41
MEMORY.md
Normal file
41
MEMORY.md
Normal file
@@ -0,0 +1,41 @@
|
||||
# Project Memory
|
||||
|
||||
Working notes for agents on this repo. Read this alongside TODO.md (which holds
|
||||
the step queue and workflow) before starting work.
|
||||
|
||||
## Error handling
|
||||
|
||||
Panicking on bad/unexpected errors is allowed and preferred over threading
|
||||
unlikely error returns through game code — e.g. write-side Close/encode failures
|
||||
where continuing would mean corrupt state. The game already unwinds C's exit()
|
||||
calls via a gameEnd panic recovered in Run. Return errors where a caller
|
||||
genuinely handles them (save-file prompts, restore validation). Reserve
|
||||
deliberate `_ =` discards for true best-effort paths (scorefile writes,
|
||||
signal-time autosave), always with a comment saying why.
|
||||
|
||||
## Linting
|
||||
|
||||
The .golangci.yml is the house standard and may only be modified with sneak's
|
||||
explicit permission. To disable a linter, ask, explaining what the linter does;
|
||||
he approves specific exceptions, which are recorded in the config's
|
||||
"Repo-specific exceptions" block with the approval date. Approved so far:
|
||||
paralleltest (2026-07-06); testpackage, exhaustive, and mnd (2026-07-07). The
|
||||
complexity linters (cyclop, gocognit, nestif) are enabled and clean as of
|
||||
refactor step 7 (2026-07-07): the whole golangci-lint run is 0 issues, so keep
|
||||
it that way — decompose new hot spots rather than reaching for a nolint.
|
||||
Line-level //nolint with a reason is used sparingly for C-faithfulness (e.g. the
|
||||
authentic "missle" message spellings) and provably-safe gosec conversions; each
|
||||
needs a justifying comment.
|
||||
|
||||
## Faithfulness
|
||||
|
||||
Behavior must not change during the idiomatic-Go refactor unless a TODO step
|
||||
says so. The 80x24 seed-compatible gameplay, message text (including original
|
||||
typos), RNG call order, and C quirks (documented in tests like
|
||||
TestHoldScrollGreedyMonsterQuirk) are contract. Doc comments keep their "(file.c
|
||||
func_name)" breadcrumbs.
|
||||
|
||||
## Debugging
|
||||
|
||||
Write real, committed test files with t.Logf output and run plain `go test -v`;
|
||||
no throwaway scratch scripts. Successful debug probes become regression tests.
|
||||
35
Makefile
Normal file
35
Makefile
Normal file
@@ -0,0 +1,35 @@
|
||||
# Development convenience targets. This repo is exempt from the standard
|
||||
# policy scaffold (no Dockerfile, CI, or REPO_POLICIES.md); this Makefile
|
||||
# is only a thin wrapper around the Go toolchain, golangci-lint, and
|
||||
# prettier so `make fmt` / `make check` behave the same as in sneak's
|
||||
# other repos.
|
||||
|
||||
GO_PKGS := ./...
|
||||
MD_FILES := $(shell git ls-files '*.md')
|
||||
PRETTIER := prettier --tab-width 4 --prose-wrap always
|
||||
|
||||
.PHONY: check fmt fmt-check lint test
|
||||
|
||||
# Format, lint, and test — the full local pre-commit gate.
|
||||
check: fmt-check lint test
|
||||
|
||||
# Format Go and Markdown in place.
|
||||
fmt:
|
||||
gofmt -w .
|
||||
$(PRETTIER) --write $(MD_FILES)
|
||||
|
||||
# Fail if any Go or Markdown file is not formatted.
|
||||
fmt-check:
|
||||
@unformatted="$$(gofmt -l .)"; \
|
||||
if [ -n "$$unformatted" ]; then \
|
||||
echo "gofmt needed on:"; echo "$$unformatted"; exit 1; \
|
||||
fi
|
||||
$(PRETTIER) --check $(MD_FILES)
|
||||
|
||||
# Run the house linter (config in .golangci.yml).
|
||||
lint:
|
||||
golangci-lint run $(GO_PKGS)
|
||||
|
||||
# Run the test suite.
|
||||
test:
|
||||
go test $(GO_PKGS)
|
||||
45
README.md
45
README.md
@@ -2,19 +2,19 @@
|
||||
|
||||
[](LICENSE.TXT)
|
||||
|
||||
**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.
|
||||
**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 (1980–1983,
|
||||
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.
|
||||
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.
|
||||
|
||||
## Building and running
|
||||
|
||||
@@ -40,13 +40,12 @@ go build ./cmd/rogue
|
||||
|
||||
Press `?` in game for the full list.
|
||||
|
||||
- **arrows** or **h/j/k/l/y/u/b/n** — move (shift to run, ctrl to run
|
||||
until adjacent)
|
||||
- **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
|
||||
- **`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
|
||||
@@ -61,8 +60,8 @@ export ROGUEOPTS="name=YourName,terse,jump,fruit=mango"
|
||||
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.
|
||||
The scoreboard is kept in `~/.rogue.scores`. Save files are Go gob snapshots
|
||||
and, as in the original, are deleted when restored.
|
||||
|
||||
## Code layout
|
||||
|
||||
@@ -73,13 +72,17 @@ term/ tcell-backed terminal, replacing curses
|
||||
cmd/rogue/ the executable
|
||||
```
|
||||
|
||||
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.
|
||||
The engine package is fully headless-testable: `go test ./game/` runs scripted
|
||||
command sequences, dungeon-generation golden checks, and an RNG compatibility
|
||||
test against the original C generator.
|
||||
|
||||
For development, the `Makefile` wraps the toolchain: `make fmt` (gofmt +
|
||||
prettier), `make lint` (golangci-lint), `make test`, and `make check` (all
|
||||
three).
|
||||
|
||||
## License
|
||||
|
||||
BSD-style; see [LICENSE.TXT](LICENSE.TXT).
|
||||
|
||||
Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn
|
||||
Wichman. All rights reserved.
|
||||
Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman.
|
||||
All rights reserved.
|
||||
|
||||
258
TODO.md
258
TODO.md
@@ -1,120 +1,178 @@
|
||||
# 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
|
||||
- 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.
|
||||
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.
|
||||
- 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).
|
||||
Verify the seed-compatibility claim against the C reference on c-master: same
|
||||
seed, same dungeon, same item tables, for several seeds.
|
||||
|
||||
# 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.
|
||||
- 2026-07-23 Playtest hardening (playtest-hardening): added two death-safe
|
||||
crash-sweep drives through the real turn loop, within the step-8 os.Exit
|
||||
constraint (a fortify() helper pins HP/food/exp and clears the freeze/stuck
|
||||
counters each turn so no death exits the test binary; fixed seeds keep them
|
||||
deterministic). TestDeepPlaythrough uses quaff/read/zap through command
|
||||
dispatch, then descends to depth 8 with a save/restore at depth 4;
|
||||
TestTurnLoopCrashSweep mashes movement/search/rest for 200 turns on four
|
||||
seeds. Neither surfaced a panic. The interactive "play several games at a real
|
||||
tcell terminal" portion needs a human at an 80x24 terminal and is left to the
|
||||
maintainer; the binary's non-interactive paths (`-s` scores) were
|
||||
smoke-tested.
|
||||
|
||||
- 2026-07-23 Docs refresh (docs-refresh): rewrote ARCHITECTURE.md Part 2 (the
|
||||
pre-implementation design sketch) to match the final code — current type/field
|
||||
names (ObjectKind, DiceSpec, split o_arm, step-1 flag names, TrapCount, Level
|
||||
list methods), the static tables now on the per-game gameData struct, the
|
||||
daemon/effect handler tables, the MessageLine extraction, the Terminal
|
||||
interface, the flat gob SaveState, and the New(Params) + os.Exit design. Added
|
||||
§7.1, a C-name → Go-name rename table, and a README note on the make targets.
|
||||
|
||||
- 2026-07-23 Refactor step 8 (refactor/constructor-style): constructor and exit
|
||||
pass. NewGame(Config) → New(Params) and Restore takes Params, so the package's
|
||||
primary type gets the canonical New() constructor with a named-field Params
|
||||
struct (styleguide 139/159). The gameEnd panic unwind is gone: one game run is
|
||||
one process, so myExit restores the terminal (new Terminal.Fini) and calls
|
||||
os.Exit(0), and Run() no longer returns; the four Run()-to-completion tests
|
||||
were reworked/dropped since death (combat or starvation) now exits the process
|
||||
(TestScoreRendersList and TestRunDownStairs preserve what is still drivable;
|
||||
save/restore stays covered by TestSaveRestoreRoundTrip). The 77-column wrap
|
||||
sweep was dropped per sneak (2026-07-23): line lengths left as-is (lll caps at
|
||||
88 and passes).
|
||||
|
||||
- 2026-07-07 Refactor step 7 (refactor/effects-dispatch): effects dispatch
|
||||
tables plus a full decomposition sweep — the quaff / readScroll / doZap
|
||||
switches, the attack monster-power switch, the be_trapped switch, the daemon
|
||||
d_func switch, and the command-key switch all became handler tables on
|
||||
gameData (quaffHandlers, readHandlers, zapHandlers, hitHandlers, trapHandlers,
|
||||
daemonHandlers, commandHandlers), one small named method per case. Every
|
||||
remaining cyclop/gocognit/nestif hot spot was split into named helpers across
|
||||
fight, misc (look), command, chase, move, passages, options, pack, things,
|
||||
save, daemons, rooms, score, monsters, rings, rip, io, object, weapons,
|
||||
wizard, and term/tcell, plus three test functions. Effect order and RNG call
|
||||
sequence preserved throughout; the whole golangci-lint run is now 0 issues.
|
||||
|
||||
- 2026-07-07 Refactor step 6 (refactor/god-object-extraction): MessageLine (was
|
||||
MsgLine) owns the msg/addmsg/endmsg machinery, wired to its screen/look/input
|
||||
needs via attach(); RogueGame keeps one-line msg/addmsgf/endmsg shorthands so
|
||||
call sites are unchanged. Player owns pack bookkeeping (nextPackChar,
|
||||
removeFromPack — the state half of leave_pack; leavePack keeps only LastPick
|
||||
tracking). Level owns object/monster list management and lookup (ObjectAt
|
||||
replaces findObj; AddObject/RemoveObject/AddMonster/RemoveMonster replace
|
||||
direct attachObj/detachObj/attachMon/detachMon on level lists).
|
||||
Inventory/pickup UI flows stay on RogueGame deliberately: they are display and
|
||||
turn orchestration, not state surgery.
|
||||
|
||||
- 2026-07-07 Refactor step 5 (refactor/item-combat-ui-renames, three commits,
|
||||
one subsystem each): items — getItem→promptPackItem now returning (obj, ok),
|
||||
invName→inventoryName, doPot→applyPotionFuse; combat — rollEm→rollAttacks,
|
||||
attack/moveMonster/chaseStep return (removed bool) instead of C -1/0 int
|
||||
codes; UI — getDir→promptDirection. C breadcrumbs kept; suite green.
|
||||
|
||||
- 2026-07-07 Refactor step 4 (refactor/movement-renames): movement/world renames
|
||||
(doMove→moveHero, beTrapped→springTrap, rndmove→randomStep,
|
||||
doRooms/doPassages/doMaze→digRooms/digPassages/digMaze, chgStr→changeStrength,
|
||||
doRun→startRun, moveStuff→finishMove, turnref→turnRefresh,
|
||||
moveMonst→moveMonster, doChase→chaseStep, setOldch→setOldChar, cansee→canSee,
|
||||
roomin→roomIn, runto→runTo, conn→connectRooms, putpass→putPassage,
|
||||
passnum→numberPassages, numpass→numberPassage, rndPos→randomPos,
|
||||
rndRoom→randomRoom, treasRoom→treasureRoom, accntMaze→accountMaze); all
|
||||
goto/label flows replaced with loops (moveHero retry loop + extracted
|
||||
passageTurn, dispatch re-dispatch loop, chaseStep passage loop, saveGame
|
||||
labeled prompt loop); C breadcrumbs kept in doc comments.
|
||||
- 2026-07-07 Lint adoption finished (refactor/no-package-globals): all 37
|
||||
package-level vars moved into `gameData` (built by `newGameData`, hung on
|
||||
RogueGame as `g.data`, set in NewGame and Restore); ObjectKind
|
||||
Glyph()/objectKindForGlyph became switches; the table-reading subtype
|
||||
Stringers were removed; isMagic became a RogueGame method; goconst fixed with
|
||||
named word constants (potionName, goldName, staffName, ripWall, ...);
|
||||
testpackage and exhaustive disabled in .golangci.yml with sneak's approval
|
||||
(2026-07-07); misspell's corruption of the "ther" scroll syllable reverted.
|
||||
mnd disabled with sneak's approval (2026-07-07, follow-up commit). Remaining
|
||||
red: cyclop (36), nestif (30), gocognit (23) stay until step 7 fixes them per
|
||||
sneak's ruling.
|
||||
- 2026-07-06 Lint adoption bulk (refactor/lint-adoption, 5ba9fe8): .golangci.yml
|
||||
copied verbatim from the prompts repo (plus the sneak-approved paralleltest
|
||||
exception, 2026-07-06); ~1,500 findings fixed (autofix formatting sweep,
|
||||
errcheck/err113/noinlineerr error handling, forbidigo, funcorder, recvcheck
|
||||
pointer receivers, goprintffuncname renames msg helpers to *f, revive doc
|
||||
comments, gocritic switch rewrites, gosec real fixes plus justified nolints,
|
||||
unparam signature tightening, C-faithful "missle" spellings restored after
|
||||
misspell autofix changed game text).
|
||||
- 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
|
||||
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.
|
||||
1. Broaden unit test coverage where playtesting finds thin spots (rings, sticks,
|
||||
wizard commands).
|
||||
2. Tag a release once a full game (Amulet retrieval and score entry) completes
|
||||
without defects.
|
||||
3. 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.
|
||||
4. Note: this repo is exempt from the standard policy scaffold. A minimal dev
|
||||
Makefile (fmt/fmt-check/lint/test/check targets) exists per sneak's
|
||||
2026-07-07 request, but do not add a Dockerfile, CI config, or
|
||||
REPO_POLICIES.md.
|
||||
|
||||
@@ -18,84 +18,116 @@ import (
|
||||
)
|
||||
|
||||
func main() {
|
||||
os.Exit(run())
|
||||
}
|
||||
|
||||
// run does the real work and returns an exit code. It only returns on a
|
||||
// startup error; once the game starts, it ends by exiting the process
|
||||
// from within (game.myExit restores the terminal first). The deferred
|
||||
// Fini covers the early-return paths.
|
||||
func run() int {
|
||||
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,
|
||||
}
|
||||
params := loadParams()
|
||||
|
||||
if *scores {
|
||||
g := game.NewGame(cfg)
|
||||
g.ShowScores()
|
||||
return
|
||||
game.New(params).ShowScores()
|
||||
|
||||
return 0
|
||||
}
|
||||
|
||||
t, err := term.New()
|
||||
if err != nil {
|
||||
fmt.Fprintln(os.Stderr, err)
|
||||
os.Exit(1)
|
||||
|
||||
return 1
|
||||
}
|
||||
defer t.Fini()
|
||||
cfg.Term = t
|
||||
|
||||
params.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)
|
||||
g, err = game.Restore(args[0], params)
|
||||
if err != nil {
|
||||
t.Fini()
|
||||
fmt.Fprintln(os.Stderr, err)
|
||||
os.Exit(1)
|
||||
fmt.Fprintln(os.Stderr, err) // deferred Fini restores the terminal
|
||||
|
||||
return 1
|
||||
}
|
||||
} else {
|
||||
g = game.NewGame(cfg)
|
||||
g = game.New(params)
|
||||
}
|
||||
|
||||
if *deathDemo {
|
||||
g.DeathDemo()
|
||||
return
|
||||
g.DeathDemo() // does not return: death exits the process
|
||||
|
||||
return 0
|
||||
}
|
||||
|
||||
// SIGHUP/SIGTERM autosave (save.c auto_save)
|
||||
installAutosave(g, t)
|
||||
|
||||
g.Run() // does not return: the game ends by exiting the process
|
||||
|
||||
return 0
|
||||
}
|
||||
|
||||
// loadParams gathers the game parameters from the environment: home
|
||||
// directory, ROGUEOPTS, user name, wizard mode, and the dungeon seed
|
||||
// (main.c's startup).
|
||||
func loadParams() game.Params {
|
||||
home, _ := os.UserHomeDir()
|
||||
|
||||
name := ""
|
||||
|
||||
u, userErr := user.Current()
|
||||
if userErr == nil {
|
||||
name = u.Username
|
||||
}
|
||||
|
||||
wizard := os.Getenv("ROGUE_WIZARD") != ""
|
||||
|
||||
return game.Params{
|
||||
Seed: chooseSeed(wizard),
|
||||
Name: name,
|
||||
RogueOpts: os.Getenv("ROGUEOPTS"),
|
||||
Home: home,
|
||||
ScorePath: home + "/.rogue.scores",
|
||||
Wizard: wizard,
|
||||
}
|
||||
}
|
||||
|
||||
// installAutosave saves the game and exits on SIGHUP/SIGTERM (save.c
|
||||
// auto_save).
|
||||
func installAutosave(g *game.RogueGame, t *term.Tcell) {
|
||||
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)
|
||||
}
|
||||
}
|
||||
|
||||
// chooseSeed picks the dungeon number: SEED for reproducible dungeons
|
||||
// (wizard mode, as in the C game), else time+pid (main.c).
|
||||
func chooseSeed(wizard bool) int32 {
|
||||
if env := os.Getenv("SEED"); env != "" && wizard {
|
||||
n, err := strconv.ParseInt(env, 10, 32)
|
||||
if err == nil {
|
||||
return int32(n)
|
||||
}
|
||||
}
|
||||
|
||||
// The C game computed `lowtime + getpid()` in int; the truncation to
|
||||
// 32 bits is the same wraparound the C int arithmetic performed.
|
||||
return int32(time.Now().Unix()&0x7fffffff) +
|
||||
int32(os.Getpid()&0x7fffffff)
|
||||
}
|
||||
|
||||
@@ -5,36 +5,47 @@ package game
|
||||
// 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 {
|
||||
|
||||
obj, ok := g.promptPackItem("wear", KindArmor)
|
||||
if !ok {
|
||||
return
|
||||
}
|
||||
|
||||
if p.CurArmor != nil {
|
||||
g.addmsg("you are already wearing some")
|
||||
g.addmsgf("you are already wearing some")
|
||||
|
||||
if !g.Options.Terse {
|
||||
g.addmsg(". You'll have to take it off first")
|
||||
g.addmsgf(". 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)
|
||||
sp := g.inventoryName(obj, true)
|
||||
p.CurArmor = obj
|
||||
|
||||
if !g.Options.Terse {
|
||||
g.addmsg("you are now ")
|
||||
g.addmsgf("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
|
||||
@@ -43,18 +54,23 @@ func (g *RogueGame) takeOff() {
|
||||
} 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")
|
||||
g.addmsgf("was")
|
||||
} else {
|
||||
g.addmsg("you used to be")
|
||||
g.addmsgf("you used to be")
|
||||
}
|
||||
g.msg(" wearing %c) %s", obj.PackCh, g.invName(obj, true))
|
||||
|
||||
g.msg(" wearing %c) %s", obj.PackCh, g.inventoryName(obj, true))
|
||||
}
|
||||
|
||||
// wasteTime does nothing but let other things happen (armor.c waste_time).
|
||||
|
||||
494
game/chase.go
494
game/chase.go
@@ -9,44 +9,61 @@ const dragonShot = 5
|
||||
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
|
||||
}
|
||||
}
|
||||
g.runnerTurn(tp)
|
||||
}
|
||||
|
||||
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 {
|
||||
// runnerTurn gives one monster its motion for the turn; flying monsters
|
||||
// far from the hero move twice (the loop body of chase.c runners).
|
||||
func (g *RogueGame) runnerTurn(tp *Monster) {
|
||||
if tp.On(Held) || !tp.On(Awake) {
|
||||
return
|
||||
}
|
||||
|
||||
origPos := tp.Pos
|
||||
|
||||
wastarget := tp.On(Targeted)
|
||||
if removed := g.moveMonster(tp); removed {
|
||||
return
|
||||
}
|
||||
|
||||
if tp.On(Flying) && distCp(g.Player.Pos, tp.Pos) >= 3 {
|
||||
if removed := g.moveMonster(tp); removed {
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
if wastarget && origPos != tp.Pos {
|
||||
tp.Flags.Clear(Targeted)
|
||||
|
||||
g.ToDeath = false
|
||||
}
|
||||
}
|
||||
|
||||
// moveMonster executes a single turn of running for a monster (chase.c
|
||||
// move_monst). The result reports that the monster died or left the
|
||||
// level (the C -1 return).
|
||||
func (g *RogueGame) moveMonster(tp *Monster) bool {
|
||||
if !tp.On(Slowed) || tp.Turn {
|
||||
if g.doChase(tp) == -1 {
|
||||
return -1
|
||||
if g.chaseStep(tp) {
|
||||
return true
|
||||
}
|
||||
}
|
||||
|
||||
if tp.On(Hasted) {
|
||||
if g.doChase(tp) == -1 {
|
||||
return -1
|
||||
if g.chaseStep(tp) {
|
||||
return true
|
||||
}
|
||||
}
|
||||
|
||||
tp.Turn = !tp.Turn
|
||||
return 0
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
// relocate makes the monster's new location be the specified one, updating
|
||||
@@ -54,18 +71,21 @@ func (g *RogueGame) moveMonst(tp *Monster) int {
|
||||
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)
|
||||
th.Room = g.roomIn(newLoc)
|
||||
g.setOldChar(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) {
|
||||
@@ -75,31 +95,80 @@ func (g *RogueGame) relocate(th *Monster, newLoc Coord) {
|
||||
}
|
||||
}
|
||||
|
||||
// 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
|
||||
// chaseStep makes one thing chase another (chase.c do_chase). The
|
||||
// result reports that the chaser died or left the level in the attempt
|
||||
// (the C -1 return).
|
||||
func (g *RogueGame) chaseStep(th *Monster) bool {
|
||||
stoprun := false // true means we are there
|
||||
mindist := 32767
|
||||
|
||||
rer, ree, door := g.chaseRooms(th)
|
||||
|
||||
this, shot := g.chaseGoal(th, rer, ree, door, 32767)
|
||||
if shot {
|
||||
return false
|
||||
}
|
||||
// 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 th.Type == 'F' {
|
||||
return false
|
||||
}
|
||||
} else {
|
||||
switch this {
|
||||
case g.Player.Pos:
|
||||
return g.attack(th)
|
||||
case *th.Dest:
|
||||
g.chaseTakeObject(th)
|
||||
|
||||
stoprun = th.Type != 'F'
|
||||
}
|
||||
}
|
||||
|
||||
g.relocate(th, g.chRet)
|
||||
// And stop running if need be
|
||||
if stoprun && th.Pos == *th.Dest {
|
||||
th.Flags.Clear(Awake)
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
// chaseRooms finds the rooms of the chaser and its desire; doors do not
|
||||
// count as inside rooms here (the setup of chase.c do_chase).
|
||||
func (g *RogueGame) chaseRooms(th *Monster) (*Room, *Room, bool) {
|
||||
p := &g.Player
|
||||
|
||||
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)
|
||||
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
|
||||
|
||||
return rer, ree, g.Level.Char(th.Pos.Y, th.Pos.X) == Door
|
||||
}
|
||||
|
||||
// chaseGoal picks the spot the chaser runs toward this turn: the
|
||||
// nearest exit toward its desire when it is in a different room, or the
|
||||
// desire itself. shot means a dragon breathed flame instead of moving
|
||||
// (the goal loop of chase.c do_chase).
|
||||
func (g *RogueGame) chaseGoal(th *Monster, rer, ree *Room, door bool, mindist int) (Coord, bool) {
|
||||
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 {
|
||||
// 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 {
|
||||
this = *th.Dest
|
||||
|
||||
return this, g.dragonBreath(th)
|
||||
}
|
||||
|
||||
for i := range rer.Exits {
|
||||
curdist := distCp(*th.Dest, rer.Exits[i])
|
||||
if curdist < mindist {
|
||||
@@ -107,79 +176,86 @@ over:
|
||||
mindist = curdist
|
||||
}
|
||||
}
|
||||
if door {
|
||||
rer = &g.Level.Passages[*g.Level.FlagsAt(th.Pos.Y, th.Pos.X)&FPassNum]
|
||||
door = false
|
||||
goto over
|
||||
|
||||
if !door {
|
||||
return this, false
|
||||
}
|
||||
} 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()
|
||||
|
||||
rer = &g.Level.Passages[*g.Level.FlagsAt(th.Pos.Y, th.Pos.X)&FPassNum]
|
||||
door = false
|
||||
// the C goto over: redo with the passage as room
|
||||
}
|
||||
}
|
||||
|
||||
// dragonBreath checks whether a dragon shoots flame at the hero instead
|
||||
// of moving, and shoots it (the D block of chase.c do_chase).
|
||||
func (g *RogueGame) dragonBreath(th *Monster) bool {
|
||||
if th.Type != 'D' || !g.dragonShoots(th) {
|
||||
return false
|
||||
}
|
||||
|
||||
p := &g.Player
|
||||
|
||||
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 true
|
||||
}
|
||||
|
||||
// dragonShoots decides whether the dragon takes the shot: the hero is
|
||||
// on a straight line from it, within shooting distance but outside
|
||||
// striking range, it is not cancelled, and the shot roll comes up
|
||||
// (chase.c do_chase).
|
||||
func (g *RogueGame) dragonShoots(th *Monster) bool {
|
||||
p := &g.Player
|
||||
if 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) {
|
||||
return false
|
||||
}
|
||||
|
||||
return distCp(th.Pos, p.Pos) <= BoltLength*BoltLength &&
|
||||
!th.On(Cancelled) && g.rnd(dragonShot) == 0
|
||||
}
|
||||
|
||||
// chaseTakeObject has the monster pick up the object it was running to
|
||||
// (the dest arm of chase.c do_chase).
|
||||
func (g *RogueGame) chaseTakeObject(th *Monster) {
|
||||
for _, obj := range g.Level.Objects {
|
||||
if th.Dest == &obj.Pos {
|
||||
g.Level.RemoveObject(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)
|
||||
}
|
||||
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
|
||||
|
||||
th.Dest = g.findDest(th)
|
||||
|
||||
break
|
||||
}
|
||||
}
|
||||
// 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
|
||||
@@ -188,85 +264,115 @@ func (g *RogueGame) chase(tp *Monster, ee Coord) bool {
|
||||
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)
|
||||
g.chRet = g.randomStep(&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
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
curdist = g.chaseBestSpot(tp, ee)
|
||||
}
|
||||
return curdist != 0 && g.chRet != p.Pos
|
||||
|
||||
return curdist != 0 && g.chRet != g.Player.Pos
|
||||
}
|
||||
|
||||
// setOldch sets the oldch character for the monster (chase.c set_oldch).
|
||||
func (g *RogueGame) setOldch(tp *Monster, cp Coord) {
|
||||
// chaseSearch is the scan state while chase looks for the step that
|
||||
// gets a monster closest to its chasee.
|
||||
type chaseSearch struct {
|
||||
er Coord // where the chaser is
|
||||
ee Coord // where it wants to go
|
||||
curdist int
|
||||
plcnt int
|
||||
}
|
||||
|
||||
// chaseBestSpot finds the empty spot next to the chaser that is closest
|
||||
// to the chasee, leaving it in g.chRet; if there is none, the chaser
|
||||
// stays where it is (the search half of chase.c chase).
|
||||
func (g *RogueGame) chaseBestSpot(tp *Monster, ee Coord) int {
|
||||
er := tp.Pos
|
||||
s := chaseSearch{er: er, ee: ee, curdist: distCp(er, ee), plcnt: 1}
|
||||
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++ {
|
||||
g.chaseTry(&s, y, x)
|
||||
}
|
||||
}
|
||||
|
||||
return s.curdist
|
||||
}
|
||||
|
||||
// chaseTry scores one candidate square, reservoir-sampling among ties
|
||||
// (the scan body of chase.c chase).
|
||||
func (g *RogueGame) chaseTry(s *chaseSearch, y, x int) {
|
||||
tryp := Coord{X: x, Y: y}
|
||||
if !g.diagOk(s.er, tryp) {
|
||||
return
|
||||
}
|
||||
|
||||
ch := g.Level.VisibleChar(y, x)
|
||||
if !stepOk(ch) {
|
||||
return
|
||||
}
|
||||
// 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 && g.scareScrollAt(y, x) {
|
||||
return
|
||||
}
|
||||
// It can also be a Xeroc, which we shouldn't step on
|
||||
if m := g.Level.MonsterAt(y, x); m != nil && m.Type == 'X' {
|
||||
return
|
||||
}
|
||||
// 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, s.ee.Y, s.ee.X)
|
||||
if thisdist < s.curdist {
|
||||
s.plcnt = 1
|
||||
g.chRet = tryp
|
||||
s.curdist = thisdist
|
||||
} else if thisdist == s.curdist {
|
||||
if s.plcnt++; g.rnd(s.plcnt) == 0 {
|
||||
g.chRet = tryp
|
||||
s.curdist = thisdist
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// scareScrollAt reports whether the object lying at (y, x) is a scare
|
||||
// monster scroll (chase.c chase).
|
||||
func (g *RogueGame) scareScrollAt(y, x int) bool {
|
||||
for _, obj := range g.Level.Objects {
|
||||
if y == obj.Pos.Y && x == obj.Pos.X {
|
||||
return obj.ScrollKind() == ScrollScareMonster
|
||||
}
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
// setOldChar sets the oldch character for the monster (chase.c set_oldch).
|
||||
func (g *RogueGame) setOldChar(tp *Monster, cp Coord) {
|
||||
if tp.Pos == cp {
|
||||
return
|
||||
}
|
||||
|
||||
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) {
|
||||
@@ -284,25 +390,30 @@ func (g *RogueGame) seeMonst(mp *Monster) bool {
|
||||
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) {
|
||||
// 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
|
||||
@@ -313,9 +424,9 @@ func (g *RogueGame) runto(runner Coord) {
|
||||
tp.Dest = g.findDest(tp)
|
||||
}
|
||||
|
||||
// roomin finds what room some coordinates are in; nil means they aren't in
|
||||
// roomIn finds what room some coordinates are in; nil means they aren't in
|
||||
// any room (chase.c roomin).
|
||||
func (g *RogueGame) roomin(cp Coord) *Room {
|
||||
func (g *RogueGame) roomIn(cp Coord) *Room {
|
||||
fp := *g.Level.FlagsAt(cp.Y, cp.X)
|
||||
if fp.Has(FPassage) {
|
||||
return &g.Level.Passages[fp&FPassNum]
|
||||
@@ -330,6 +441,7 @@ func (g *RogueGame) roomin(cp Coord) *Room {
|
||||
}
|
||||
|
||||
g.msg("in some bizarre place (%d, %d)", cp.Y, cp.X)
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
@@ -338,19 +450,22 @@ 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 returns true if the hero can see a certain coordinate (chase.c
|
||||
// cansee).
|
||||
func (g *RogueGame) cansee(y, x int) bool {
|
||||
func (g *RogueGame) canSee(y, x int) bool {
|
||||
p := &g.Player
|
||||
if p.On(Blind) {
|
||||
return false
|
||||
}
|
||||
|
||||
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 &&
|
||||
@@ -359,11 +474,13 @@ func (g *RogueGame) cansee(y, x int) bool {
|
||||
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})
|
||||
rer := g.roomIn(Coord{X: x, Y: y})
|
||||
|
||||
return rer == p.Room && !rer.Flags.Has(Dark)
|
||||
}
|
||||
|
||||
@@ -374,22 +491,29 @@ func (g *RogueGame) findDest(tp *Monster) *Coord {
|
||||
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
|
||||
}
|
||||
|
||||
if g.roomIn(obj.Pos) == tp.Room && g.rnd(100) < prob &&
|
||||
!g.objectClaimed(obj) {
|
||||
return &obj.Pos
|
||||
}
|
||||
}
|
||||
|
||||
return &g.Player.Pos
|
||||
}
|
||||
|
||||
// objectClaimed reports whether some monster already runs toward this
|
||||
// object (chase.c find_dest).
|
||||
func (g *RogueGame) objectClaimed(obj *Object) bool {
|
||||
for _, other := range g.Level.Monsters {
|
||||
if other.Dest == &obj.Pos {
|
||||
return true
|
||||
}
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
1147
game/command.go
1147
game/command.go
File diff suppressed because it is too large
Load Diff
@@ -23,6 +23,7 @@ type Monster struct {
|
||||
// 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)
|
||||
@@ -49,6 +50,47 @@ func (p *Player) IsWearing(ring RingKind) bool {
|
||||
return p.IsRing(Left, ring) || p.IsRing(Right, ring)
|
||||
}
|
||||
|
||||
// nextPackChar claims and returns the next unused pack character (pack.c
|
||||
// pack_char).
|
||||
func (p *Player) nextPackChar() byte {
|
||||
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
|
||||
}
|
||||
|
||||
// removeFromPack takes an item out of the pack: the whole entry, or one
|
||||
// of a stack when all is false (the bookkeeping half of pack.c
|
||||
// leave_pack). It returns the object that left the pack — a copy when
|
||||
// newobj asks for a split.
|
||||
func (p *Player) removeFromPack(obj *Object, newobj, all bool) *Object {
|
||||
p.Inpack--
|
||||
|
||||
nobj := obj
|
||||
if obj.Count > 1 && !all {
|
||||
obj.Count--
|
||||
if obj.Group != 0 {
|
||||
p.Inpack++
|
||||
}
|
||||
|
||||
if newobj {
|
||||
copied := *obj
|
||||
nobj = &copied
|
||||
nobj.Count = 1
|
||||
}
|
||||
} else {
|
||||
p.PackUsed[obj.PackCh-'a'] = false
|
||||
detachObj(&p.Pack, obj)
|
||||
}
|
||||
|
||||
return nobj
|
||||
}
|
||||
|
||||
// attachMon pushes a monster onto the front of a list (list.c attach).
|
||||
func attachMon(list *[]*Monster, item *Monster) {
|
||||
*list = append([]*Monster{item}, *list...)
|
||||
@@ -59,6 +101,7 @@ func detachMon(list *[]*Monster, item *Monster) {
|
||||
for i, m := range *list {
|
||||
if m == item {
|
||||
*list = append((*list)[:i], (*list)[i+1:]...)
|
||||
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,6 +10,10 @@ package game
|
||||
// function-pointer-to-int mapping in state.c rs_write_daemons.
|
||||
type DaemonID int
|
||||
|
||||
// Daemon and fuse callback identifiers. The first block's numeric values
|
||||
// match the function-pointer-to-int mapping in state.c rs_write_daemons;
|
||||
// the second block covers fuses state.c never saved (the Go save format
|
||||
// handles them all uniformly).
|
||||
const (
|
||||
DNone DaemonID = 0
|
||||
DRollwand DaemonID = 1
|
||||
@@ -21,12 +25,10 @@ const (
|
||||
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
|
||||
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).
|
||||
@@ -59,6 +61,7 @@ func (g *RogueGame) dSlot() *delayedAction {
|
||||
return &g.Daemons.List[i]
|
||||
}
|
||||
}
|
||||
|
||||
panic("ran out of fuse slots") // C: debug message in MASTER, NULL deref otherwise
|
||||
}
|
||||
|
||||
@@ -70,6 +73,7 @@ func (g *RogueGame) findSlot(f DaemonID) *delayedAction {
|
||||
return d
|
||||
}
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
|
||||
167
game/daemons.go
167
game/daemons.go
@@ -5,38 +5,14 @@ package game
|
||||
|
||||
// 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.
|
||||
h := g.data.daemonHandlers[id]
|
||||
if h == nil {
|
||||
// Handlers are added to the table as their subsystems are
|
||||
// ported; reaching one that isn't there is a porting bug.
|
||||
panic("daemon not yet ported")
|
||||
}
|
||||
|
||||
h(g, arg)
|
||||
}
|
||||
|
||||
// doctor is the healing daemon that restores hit points after rest
|
||||
@@ -45,6 +21,7 @@ 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 {
|
||||
@@ -53,16 +30,20 @@ func (g *RogueGame) doctor(int) {
|
||||
} 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
|
||||
}
|
||||
}
|
||||
@@ -82,6 +63,7 @@ func (g *RogueGame) rollwand(int) {
|
||||
g.KillDaemon(DRollwand)
|
||||
g.Fuse(DSwander, 0, wanderTime(g), Before)
|
||||
}
|
||||
|
||||
g.Daemons.Between = 0
|
||||
}
|
||||
}
|
||||
@@ -103,6 +85,7 @@ func (g *RogueGame) unsee(int) {
|
||||
g.mvaddch(th.Pos.Y, th.Pos.X, th.OldCh)
|
||||
}
|
||||
}
|
||||
|
||||
g.Player.Flags.Clear(CanSeeInvisible)
|
||||
}
|
||||
|
||||
@@ -112,9 +95,11 @@ func (g *RogueGame) sight(int) {
|
||||
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"))
|
||||
}
|
||||
@@ -129,54 +114,78 @@ func (g *RogueGame) nohaste(int) {
|
||||
// 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"))
|
||||
g.stomachFaint()
|
||||
} 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"))
|
||||
}
|
||||
}
|
||||
g.stomachDigest()
|
||||
}
|
||||
|
||||
if p.HungryState != origHungry {
|
||||
p.Flags.Clear(Awake)
|
||||
|
||||
g.Running = false
|
||||
g.ToDeath = false
|
||||
g.Count = 0
|
||||
}
|
||||
}
|
||||
|
||||
// stomachFaint starves and possibly faints an empty-stomached hero (the
|
||||
// no-food arm of daemons.c stomach).
|
||||
func (g *RogueGame) stomachFaint() {
|
||||
p := &g.Player
|
||||
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.addmsgf("%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"))
|
||||
}
|
||||
|
||||
// stomachDigest burns food and reports growing hunger (the fed arm of
|
||||
// daemons.c stomach).
|
||||
func (g *RogueGame) stomachDigest() {
|
||||
p := &g.Player
|
||||
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 capabilities",
|
||||
"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"))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// comeDown takes the hero down off her acid trip (daemons.c come_down).
|
||||
func (g *RogueGame) comeDown(int) {
|
||||
p := &g.Player
|
||||
@@ -193,16 +202,18 @@ func (g *RogueGame) comeDown(int) {
|
||||
|
||||
// undo the things
|
||||
for _, tp := range g.Level.Objects {
|
||||
if g.cansee(tp.Pos.Y, tp.Pos.X) {
|
||||
if g.canSee(tp.Pos.Y, tp.Pos.X) {
|
||||
g.mvaddch(tp.Pos.Y, tp.Pos.X, tp.Kind.Glyph())
|
||||
}
|
||||
}
|
||||
|
||||
// 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 g.canSee(tp.Pos.Y, tp.Pos.X) {
|
||||
if !tp.On(Invisible) || p.On(CanSeeInvisible) {
|
||||
g.addch(tp.Disguise)
|
||||
} else {
|
||||
@@ -214,41 +225,49 @@ func (g *RogueGame) comeDown(int) {
|
||||
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) {
|
||||
if g.canSee(tp.Pos.Y, tp.Pos.X) {
|
||||
g.mvaddch(tp.Pos.Y, tp.Pos.X, g.rndThing())
|
||||
}
|
||||
}
|
||||
|
||||
// change the stairs
|
||||
if !g.SeenStairs && g.cansee(g.Level.Stairs.Y, g.Level.Stairs.X) {
|
||||
if !g.SeenStairs && g.canSee(g.Level.Stairs.Y, g.Level.Stairs.X) {
|
||||
g.mvaddch(g.Level.Stairs.Y, g.Level.Stairs.X, g.rndThing())
|
||||
}
|
||||
|
||||
// change the monsters
|
||||
seemonst := p.On(SenseMonsters)
|
||||
g.visualMonsters()
|
||||
}
|
||||
|
||||
// visualMonsters redraws the monsters through the hallucination (the
|
||||
// monster loop of daemons.c visuals).
|
||||
func (g *RogueGame) visualMonsters() {
|
||||
seemonst := g.Player.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'))
|
||||
g.addch(g.randomMonsterLetter())
|
||||
}
|
||||
} else if seemonst {
|
||||
g.standout()
|
||||
g.addch(byte(g.rnd(26) + 'A'))
|
||||
g.addch(g.randomMonsterLetter())
|
||||
g.standend()
|
||||
}
|
||||
}
|
||||
|
||||
@@ -25,20 +25,26 @@ type DiceSpec []DiceRoll
|
||||
// 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
|
||||
}
|
||||
|
||||
@@ -48,11 +54,14 @@ 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()
|
||||
}
|
||||
|
||||
@@ -32,14 +32,16 @@ func TestParseDice(t *testing.T) {
|
||||
// The bestiary and weapon tables must parse to at least one attack each so
|
||||
// every creature and weapon actually swings.
|
||||
func TestTablesHaveDice(t *testing.T) {
|
||||
for i, m := range monsterTable {
|
||||
data := newGameData()
|
||||
for i, m := range data.monsterTable {
|
||||
if len(m.Stats.Dmg) == 0 {
|
||||
t.Errorf("monster %c (%s) has no attacks", 'A'+i, m.Name)
|
||||
}
|
||||
}
|
||||
for w, iw := range initWeaps {
|
||||
|
||||
for w, iw := range data.initWeaps {
|
||||
if len(iw.dam) == 0 || len(iw.hrl) == 0 {
|
||||
t.Errorf("weapon %v has empty dice", WeaponKind(w))
|
||||
t.Errorf("weapon %d has empty dice", w)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,13 +2,16 @@ 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 {
|
||||
// mkGameInput builds a headless game; tests script it via setInput. The
|
||||
// fixed seed keeps the scripted item/monster interactions stable.
|
||||
func mkGameInput(t *testing.T) *RogueGame {
|
||||
t.Helper()
|
||||
g := NewGame(Config{Seed: seed, Term: &testTerm{input: []byte(input)}})
|
||||
|
||||
g := New(Params{Seed: 5, Term: &testTerm{}})
|
||||
g.NewLevel()
|
||||
g.Oldpos = g.Player.Pos
|
||||
g.Oldrp = g.roomin(g.Player.Pos)
|
||||
g.Oldrp = g.roomIn(g.Player.Pos)
|
||||
|
||||
return g
|
||||
}
|
||||
|
||||
@@ -16,42 +19,61 @@ func mkGameInput(t *testing.T, seed int32, input string) *RogueGame {
|
||||
func give(g *RogueGame, obj *Object) byte {
|
||||
obj.Count = 1
|
||||
g.addPack(obj, true)
|
||||
|
||||
return obj.PackCh
|
||||
}
|
||||
|
||||
// setInput replaces the scripted terminal input.
|
||||
func setInput(t *testing.T, g *RogueGame, input ...byte) {
|
||||
t.Helper()
|
||||
|
||||
tt, ok := g.scr.term.(*testTerm)
|
||||
if !ok {
|
||||
t.Fatal("game terminal is not a testTerm")
|
||||
}
|
||||
|
||||
tt.input = input
|
||||
tt.pos = 0
|
||||
}
|
||||
|
||||
func TestQuaffHealingPotion(t *testing.T) {
|
||||
g := mkGameInput(t, 5, "")
|
||||
g := mkGameInput(t)
|
||||
pot := newObject()
|
||||
pot.Kind = KindPotion
|
||||
pot.Which = int(PotionHealing)
|
||||
ch := give(g, pot)
|
||||
g.scr.term.(*testTerm).input = []byte{ch}
|
||||
setInput(t, g, 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, "")
|
||||
g := mkGameInput(t)
|
||||
pot := newObject()
|
||||
pot.Kind = KindPotion
|
||||
pot.Which = int(PotionConfusion)
|
||||
ch := give(g, pot)
|
||||
g.scr.term.(*testTerm).input = []byte{ch}
|
||||
setInput(t, g, 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")
|
||||
}
|
||||
@@ -59,21 +81,23 @@ func TestQuaffConfusionSetsFlagAndFuse(t *testing.T) {
|
||||
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, "")
|
||||
g := mkGameInput(t)
|
||||
scr := newObject()
|
||||
scr.Kind = KindScroll
|
||||
scr.Which = int(ScrollEnchantArmor)
|
||||
ch := give(g, scr)
|
||||
g.scr.term.(*testTerm).input = []byte{ch}
|
||||
setInput(t, g, 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)
|
||||
@@ -86,17 +110,19 @@ func TestReadHoldMonsterFreezesAdjacent(t *testing.T) {
|
||||
// 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, "")
|
||||
g := mkGameInput(t)
|
||||
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}
|
||||
setInput(t, g, 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")
|
||||
}
|
||||
@@ -107,21 +133,24 @@ func TestReadHoldMonsterFreezesAdjacent(t *testing.T) {
|
||||
// (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, "")
|
||||
g := mkGameInput(t)
|
||||
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}
|
||||
setInput(t, g, 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")
|
||||
@@ -129,41 +158,50 @@ func TestHoldScrollGreedyMonsterQuirk(t *testing.T) {
|
||||
}
|
||||
|
||||
func TestZapSlowMonster(t *testing.T) {
|
||||
g := mkGameInput(t, 5, "")
|
||||
g := mkGameInput(t)
|
||||
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}
|
||||
setInput(t, g, 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 := New(Params{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)
|
||||
}
|
||||
|
||||
800
game/fight.go
800
game/fight.go
@@ -4,43 +4,6 @@ import "strconv"
|
||||
|
||||
// fight.c — all the fighting gets done here.
|
||||
|
||||
// hNames are the strings for hitting; the first four are used when the
|
||||
// player strikes, the second four for monsters (fight.c h_names).
|
||||
var hNames = [8]string{
|
||||
" scored an excellent hit on ",
|
||||
" hit ",
|
||||
" have injured ",
|
||||
" swing and hit ",
|
||||
" scored an excellent hit on ",
|
||||
" hit ",
|
||||
" has injured ",
|
||||
" swings and hits ",
|
||||
}
|
||||
|
||||
// mNames are the strings for missing (fight.c m_names).
|
||||
var mNames = [8]string{
|
||||
" miss",
|
||||
" swing and miss",
|
||||
" barely miss",
|
||||
" don't hit",
|
||||
" misses",
|
||||
" swings and misses",
|
||||
" barely misses",
|
||||
" doesn't hit",
|
||||
}
|
||||
|
||||
// strPlus adjusts hit probabilities due to strength (fight.c str_plus).
|
||||
var strPlus = [32]int{
|
||||
-7, -6, -5, -4, -3, -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1,
|
||||
1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3,
|
||||
}
|
||||
|
||||
// addDam adjusts damage done due to strength (fight.c add_dam).
|
||||
var addDam = [32]int{
|
||||
-7, -6, -5, -4, -3, -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3,
|
||||
3, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6,
|
||||
}
|
||||
|
||||
// setMname returns the monster name for the given monster (fight.c
|
||||
// set_mname).
|
||||
func (g *RogueGame) setMname(tp *Monster) string {
|
||||
@@ -48,20 +11,27 @@ func (g *RogueGame) setMname(tp *Monster) string {
|
||||
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)
|
||||
var idx int
|
||||
|
||||
ch := g.mvinch(tp.Pos.Y, tp.Pos.X)
|
||||
if isUpper(ch) {
|
||||
idx = int(ch - 'A')
|
||||
} else {
|
||||
ch -= 'A'
|
||||
idx = g.rnd(26)
|
||||
}
|
||||
mname = g.Monsters[ch].Name
|
||||
|
||||
mname = g.Monsters[idx].Name
|
||||
} else {
|
||||
mname = g.Monsters[tp.Type-'A'].Name
|
||||
}
|
||||
|
||||
return "the " + mname
|
||||
}
|
||||
|
||||
@@ -77,307 +47,468 @@ func (g *RogueGame) fight(mp Coord, weap *Object, thrown bool) bool {
|
||||
// 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
|
||||
}
|
||||
g.runTo(mp)
|
||||
|
||||
if g.revealXeroc(tp) && !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)
|
||||
}
|
||||
if g.rollAttacks(&p.Creature, &tp.Creature, weap, thrown) {
|
||||
g.heroHits(tp, mname, weap, thrown)
|
||||
|
||||
return true
|
||||
}
|
||||
return didHit
|
||||
|
||||
if thrown {
|
||||
g.bounce(weap, mname, g.Options.Terse)
|
||||
} else {
|
||||
g.miss("", mname, g.Options.Terse)
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
// 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 {
|
||||
// revealXeroc lets him know it was really a xeroc (if it was one); it
|
||||
// reports whether one was unmasked (the X block of fight.c fight).
|
||||
func (g *RogueGame) revealXeroc(tp *Monster) bool {
|
||||
p := &g.Player
|
||||
if tp.Type != 'X' || tp.Disguise == 'X' || p.On(Blind) {
|
||||
return false
|
||||
}
|
||||
|
||||
tp.Disguise = 'X'
|
||||
if p.On(Hallucinating) {
|
||||
g.mvaddch(tp.Pos.Y, tp.Pos.X, g.randomMonsterLetter())
|
||||
}
|
||||
|
||||
g.msg("%s", g.chooseStr("heavy! That's a nasty critter!",
|
||||
"wait! That's a xeroc!"))
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
// heroHits lands the hero's blow on a monster: messages, the confusing
|
||||
// touch, and the kill check (the hit arm of fight.c fight).
|
||||
func (g *RogueGame) heroHits(tp *Monster, mname string, weap *Object, thrown bool) {
|
||||
p := &g.Player
|
||||
confused := false
|
||||
|
||||
if thrown {
|
||||
g.thunk(weap, mname, g.Options.Terse)
|
||||
} else {
|
||||
g.hit("", mname, g.Options.Terse)
|
||||
}
|
||||
|
||||
if p.On(CanConfuse) {
|
||||
confused = 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 confused && !p.On(Blind) {
|
||||
g.msg("%s appears confused", mname)
|
||||
}
|
||||
}
|
||||
|
||||
// attack has the monster attack the player (fight.c attack). The result
|
||||
// reports that the monster took itself off the level during its own
|
||||
// attack (the C -1 return).
|
||||
func (g *RogueGame) attack(mp *Monster) bool {
|
||||
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'))
|
||||
g.mvaddch(mp.Pos.Y, mp.Pos.X, g.randomMonsterLetter())
|
||||
}
|
||||
}
|
||||
|
||||
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.rollAttacks(&mp.Creature, &p.Creature, nil, false) {
|
||||
removed = g.monsterHit(mp, mname, oldhp)
|
||||
} else {
|
||||
g.monsterMiss(mp, mname)
|
||||
}
|
||||
|
||||
if g.Options.FightFlush && !g.ToDeath {
|
||||
g.flushType()
|
||||
}
|
||||
|
||||
g.Count = 0
|
||||
g.status()
|
||||
if removed {
|
||||
return -1
|
||||
|
||||
return removed
|
||||
}
|
||||
|
||||
// monsterHit lands a monster's blow on the hero: messages, death and
|
||||
// to-death bookkeeping, then the monster's special power (the hit arm
|
||||
// of fight.c attack). It reports whether the monster removed itself.
|
||||
func (g *RogueGame) monsterHit(mp *Monster, mname string, oldhp int) bool {
|
||||
p := &g.Player
|
||||
if mp.Type != 'I' {
|
||||
if g.HasHit {
|
||||
g.addmsgf(". ")
|
||||
}
|
||||
|
||||
g.hit(mname, "", false)
|
||||
} else if g.HasHit {
|
||||
g.endmsg()
|
||||
}
|
||||
return 0
|
||||
|
||||
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) {
|
||||
if h := g.data.hitHandlers[mp.Type-'A']; h != nil {
|
||||
return h(g, mp, mname)
|
||||
}
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
// monsterMiss handles a monster's whiffed swing (the miss arm of
|
||||
// fight.c attack); ice monsters miss silently.
|
||||
func (g *RogueGame) monsterMiss(mp *Monster, mname string) {
|
||||
if mp.Type == 'I' {
|
||||
return
|
||||
}
|
||||
|
||||
p := &g.Player
|
||||
|
||||
if g.HasHit {
|
||||
g.addmsgf(". ")
|
||||
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)
|
||||
}
|
||||
|
||||
// The monster special-power handlers, dispatched through
|
||||
// gameData.hitHandlers when an uncancelled monster's hit lands. Each is
|
||||
// one case of the C attack switch; a true return means the monster
|
||||
// removed itself from the level.
|
||||
|
||||
func (g *RogueGame) hitAquator(*Monster, string) bool {
|
||||
// If an aquator hits, you can lose armor class.
|
||||
g.rustArmor(g.Player.CurArmor)
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
func (g *RogueGame) hitIceMonster(_ *Monster, mname string) bool {
|
||||
// The ice monster freezes you
|
||||
g.Player.Flags.Clear(Awake)
|
||||
|
||||
if g.NoCommand == 0 {
|
||||
g.addmsgf("you are frozen")
|
||||
|
||||
if !g.Options.Terse {
|
||||
g.addmsgf(" by the %s", mname)
|
||||
}
|
||||
|
||||
g.endmsg()
|
||||
}
|
||||
|
||||
g.NoCommand += g.rnd(2) + 2
|
||||
if g.NoCommand > BoreLevel {
|
||||
g.death('h')
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
func (g *RogueGame) hitRattlesnake(*Monster, string) bool {
|
||||
// Rattlesnakes have poisonous bites
|
||||
if g.save(VsPoison) {
|
||||
return false
|
||||
}
|
||||
|
||||
if !g.Player.IsWearing(RingSustainStrength) {
|
||||
g.changeStrength(-1)
|
||||
g.msg("%s", g.chooseTerse("a bite has weakened you",
|
||||
"you feel a bite in your leg and now feel weaker"))
|
||||
} else if !g.ToDeath {
|
||||
g.msg("%s", g.chooseTerse("bite has no effect",
|
||||
"a bite momentarily weakens you"))
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
func (g *RogueGame) hitLifeDrainer(mp *Monster, _ string) bool {
|
||||
// Wraiths might drain energy levels, and Vampires can steal max_hp
|
||||
p := &g.Player
|
||||
|
||||
chance := 30
|
||||
if mp.Type == 'W' {
|
||||
chance = 15
|
||||
}
|
||||
|
||||
if g.rnd(100) >= chance {
|
||||
return false
|
||||
}
|
||||
|
||||
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 = g.data.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")
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
func (g *RogueGame) hitFlytrap(*Monster, string) bool {
|
||||
// Venus Flytrap stops the poor guy from moving
|
||||
p := &g.Player
|
||||
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')
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
func (g *RogueGame) hitLeprechaun(mp *Monster, _ string) bool {
|
||||
// Leprechaun steals some gold
|
||||
p := &g.Player
|
||||
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)
|
||||
|
||||
if p.Purse != lastpurse {
|
||||
g.msg("your purse feels lighter")
|
||||
}
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
func (g *RogueGame) hitNymph(mp *Monster, _ string) bool {
|
||||
// Nymphs steal a magic item; look through the pack and pick out one
|
||||
// we like.
|
||||
p := &g.Player
|
||||
|
||||
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] &&
|
||||
g.isMagic(obj) {
|
||||
if nobj++; g.rnd(nobj) == 0 {
|
||||
steal = obj
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if steal == nil {
|
||||
return false
|
||||
}
|
||||
|
||||
g.removeMon(mp.Pos, g.Level.MonsterAt(mp.Pos.Y, mp.Pos.X), false)
|
||||
g.leavePack(steal, false, false)
|
||||
g.msg("she stole %s!", g.inventoryName(steal, true))
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
// 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
|
||||
// rollAttacks rolls several attacks (fight.c roll_em).
|
||||
func (g *RogueGame) rollAttacks(thatt, thdef *Creature, weap *Object, hurl bool) bool {
|
||||
att := &thatt.Stats
|
||||
def := &thdef.Stats
|
||||
var attacks DiceSpec
|
||||
var hplus, dplus int
|
||||
|
||||
var (
|
||||
attacks DiceSpec
|
||||
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
|
||||
}
|
||||
}
|
||||
attacks, hplus, dplus = g.weaponAttack(weap, hurl)
|
||||
}
|
||||
// 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 := g.defenderArmor(thdef)
|
||||
didHit := false
|
||||
|
||||
for _, atk := range attacks {
|
||||
if g.swing(att.Lvl, defArm, hplus+g.data.strPlus[att.Str]) {
|
||||
proll := g.roll(atk.Count, atk.Sides)
|
||||
|
||||
damage := dplus + proll + g.data.addDam[att.Str]
|
||||
if damage > 0 {
|
||||
def.HP -= damage
|
||||
}
|
||||
|
||||
didHit = true
|
||||
}
|
||||
}
|
||||
|
||||
return didHit
|
||||
}
|
||||
|
||||
// weaponAttack picks the dice and to-hit/damage bonuses a weapon swings
|
||||
// with: ring bonuses when wielded, and launcher pairing for hurled
|
||||
// missiles (the weapon preamble of fight.c roll_em).
|
||||
func (g *RogueGame) weaponAttack(weap *Object, hurl bool) (DiceSpec, int, int) {
|
||||
p := &g.Player
|
||||
|
||||
hplus := weap.HPlus
|
||||
|
||||
dplus := weap.DPlus
|
||||
if weap == p.CurWeapon {
|
||||
hplus, dplus = g.wieldedRingBonus(hplus, dplus)
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
return attacks, hplus, dplus
|
||||
}
|
||||
|
||||
// wieldedRingBonus folds damage and dexterity ring bonuses into the
|
||||
// wielded weapon's to-hit/damage pluses (fight.c roll_em).
|
||||
func (g *RogueGame) wieldedRingBonus(hplus, dplus int) (int, int) {
|
||||
p := &g.Player
|
||||
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
|
||||
}
|
||||
|
||||
return hplus, dplus
|
||||
}
|
||||
|
||||
// defenderArmor computes the defender's effective armor class: worn
|
||||
// armor and protection rings when the hero defends (the def_arm
|
||||
// computation of fight.c roll_em).
|
||||
func (g *RogueGame) defenderArmor(thdef *Creature) int {
|
||||
p := &g.Player
|
||||
def := &thdef.Stats
|
||||
|
||||
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
|
||||
|
||||
return defArm
|
||||
}
|
||||
|
||||
// cAtoi parses a leading integer like C atoi: trailing non-digits are
|
||||
@@ -387,7 +518,9 @@ func cAtoi(s string) int {
|
||||
for i < len(s) && s[i] >= '0' && s[i] <= '9' {
|
||||
i++
|
||||
}
|
||||
|
||||
n, _ := strconv.Atoi(s[:i])
|
||||
|
||||
return n
|
||||
}
|
||||
|
||||
@@ -398,9 +531,11 @@ func prname(mname string, upper bool) string {
|
||||
if out == "" {
|
||||
out = "you"
|
||||
}
|
||||
|
||||
if upper {
|
||||
out = string(toUpper(out[0])) + out[1:]
|
||||
}
|
||||
|
||||
return out
|
||||
}
|
||||
|
||||
@@ -409,12 +544,15 @@ 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)
|
||||
g.addmsgf("the %s hits ", g.Items.Weapons[weap.Which].Name)
|
||||
} else {
|
||||
g.addmsg("you hit ")
|
||||
g.addmsgf("you hit ")
|
||||
}
|
||||
g.addmsg("%s", mname)
|
||||
|
||||
g.addmsgf("%s", mname)
|
||||
|
||||
if !noend {
|
||||
g.endmsg()
|
||||
}
|
||||
@@ -425,7 +563,9 @@ func (g *RogueGame) hit(er, ee string, noend bool) {
|
||||
if g.ToDeath {
|
||||
return
|
||||
}
|
||||
g.addmsg("%s", prname(er, true))
|
||||
|
||||
g.addmsgf("%s", prname(er, true))
|
||||
|
||||
var s string
|
||||
if g.Options.Terse {
|
||||
s = " hit"
|
||||
@@ -434,12 +574,16 @@ func (g *RogueGame) hit(er, ee string, noend bool) {
|
||||
if er != "" {
|
||||
i += 4
|
||||
}
|
||||
s = hNames[i]
|
||||
|
||||
s = g.data.hNames[i]
|
||||
}
|
||||
g.addmsg("%s", s)
|
||||
|
||||
g.addmsgf("%s", s)
|
||||
|
||||
if !g.Options.Terse {
|
||||
g.addmsg("%s", prname(ee, false))
|
||||
g.addmsgf("%s", prname(ee, false))
|
||||
}
|
||||
|
||||
if !noend {
|
||||
g.endmsg()
|
||||
}
|
||||
@@ -450,18 +594,24 @@ func (g *RogueGame) miss(er, ee string, noend bool) {
|
||||
if g.ToDeath {
|
||||
return
|
||||
}
|
||||
g.addmsg("%s", prname(er, true))
|
||||
|
||||
g.addmsgf("%s", prname(er, true))
|
||||
|
||||
i := 0
|
||||
if !g.Options.Terse {
|
||||
i = g.rnd(4)
|
||||
}
|
||||
|
||||
if er != "" {
|
||||
i += 4
|
||||
}
|
||||
g.addmsg("%s", mNames[i])
|
||||
|
||||
g.addmsgf("%s", g.data.mNames[i])
|
||||
|
||||
if !g.Options.Terse {
|
||||
g.addmsg(" %s", prname(ee, false))
|
||||
g.addmsgf(" %s", prname(ee, false))
|
||||
}
|
||||
|
||||
if !noend {
|
||||
g.endmsg()
|
||||
}
|
||||
@@ -472,12 +622,15 @@ 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)
|
||||
g.addmsgf("the %s misses ", g.Items.Weapons[weap.Which].Name)
|
||||
} else {
|
||||
g.addmsg("you missed ")
|
||||
g.addmsgf("you missed ")
|
||||
}
|
||||
g.addmsg("%s", mname)
|
||||
|
||||
g.addmsgf("%s", mname)
|
||||
|
||||
if !noend {
|
||||
g.endmsg()
|
||||
}
|
||||
@@ -489,15 +642,19 @@ func (g *RogueGame) removeMon(mp Coord, tp *Monster, waskill bool) {
|
||||
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)
|
||||
g.Level.RemoveMonster(tp)
|
||||
|
||||
if tp.On(Targeted) {
|
||||
g.Kamikaze = false
|
||||
|
||||
g.ToDeath = false
|
||||
if g.Options.FightFlush {
|
||||
g.flushType()
|
||||
@@ -510,6 +667,38 @@ func (g *RogueGame) killed(tp *Monster, pr bool) {
|
||||
p := &g.Player
|
||||
p.Stats.Exp += tp.Stats.Exp
|
||||
|
||||
g.killedSpecial(tp)
|
||||
// Get rid of the monster.
|
||||
mname := g.setMname(tp)
|
||||
g.removeMon(tp.Pos, tp, true)
|
||||
|
||||
if pr {
|
||||
if g.HasHit {
|
||||
g.addmsgf(". Defeated ")
|
||||
g.HasHit = false
|
||||
} else {
|
||||
if !g.Options.Terse {
|
||||
g.addmsgf("you have ")
|
||||
}
|
||||
|
||||
g.addmsgf("defeated ")
|
||||
}
|
||||
|
||||
g.msg("%s", mname)
|
||||
}
|
||||
// Do adjustments if he went up a level
|
||||
g.checkLevel()
|
||||
|
||||
if g.Options.FightFlush {
|
||||
g.flushType()
|
||||
}
|
||||
}
|
||||
|
||||
// killedSpecial handles deaths with side effects: a flytrap releases its
|
||||
// grip and a leprechaun drops its gold (the switch of fight.c killed).
|
||||
func (g *RogueGame) killedSpecial(tp *Monster) {
|
||||
p := &g.Player
|
||||
|
||||
// If the monster was a venus flytrap, un-hold him
|
||||
switch tp.Type {
|
||||
case 'F':
|
||||
@@ -521,36 +710,19 @@ func (g *RogueGame) killed(tp *Monster, pr bool) {
|
||||
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
|
||||
|
||||
@@ -6,10 +6,12 @@ import "testing"
|
||||
// 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 := New(Params{Seed: seed, Term: &testTerm{}})
|
||||
g.NewLevel()
|
||||
g.Oldpos = g.Player.Pos
|
||||
g.Oldrp = g.roomin(g.Player.Pos)
|
||||
g.Oldrp = g.roomIn(g.Player.Pos)
|
||||
|
||||
return g
|
||||
}
|
||||
|
||||
@@ -18,6 +20,7 @@ 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
|
||||
}
|
||||
|
||||
@@ -29,9 +32,10 @@ func TestRollEmParsesMultiAttackDice(t *testing.T) {
|
||||
// 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) {
|
||||
if !g.rollAttacks(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)
|
||||
@@ -45,12 +49,15 @@ func TestFightKillsMonster(t *testing.T) {
|
||||
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")
|
||||
}
|
||||
@@ -61,45 +68,36 @@ func TestAttackHurtsPlayer(t *testing.T) {
|
||||
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)
|
||||
}
|
||||
|
||||
120
game/game.go
120
game/game.go
@@ -31,9 +31,9 @@ type Options struct {
|
||||
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)
|
||||
// Params carries everything needed to construct a game.
|
||||
type Params struct {
|
||||
Seed int32 // dungeon number; caller derives it (time+pid or SEED)
|
||||
Name string // player name (overridden by ROGUEOPTS name=)
|
||||
RogueOpts string // the ROGUEOPTS environment string
|
||||
Home string // home directory (save file default location)
|
||||
@@ -44,7 +44,7 @@ type Config struct {
|
||||
|
||||
// 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.
|
||||
// played on. Construct with New, then call Run.
|
||||
//
|
||||
// The struct grows with the port; fields appear in the phase that ports the
|
||||
// code owning them.
|
||||
@@ -110,7 +110,7 @@ type RogueGame struct {
|
||||
|
||||
// screen / messages
|
||||
scr *Screen
|
||||
Msgs MsgLine
|
||||
Msgs MessageLine
|
||||
statusCache statusCache
|
||||
invPage invPage // things.c discovery-list pagination statics
|
||||
|
||||
@@ -138,23 +138,27 @@ type RogueGame struct {
|
||||
|
||||
rogueOpts string // the ROGUEOPTS string, re-parsed by playit as in C
|
||||
restored bool // game came from a save file; Run skips setup
|
||||
|
||||
// data is the game's copy of the static tables (extern.c and friends).
|
||||
data *gameData
|
||||
}
|
||||
|
||||
// NewGame builds a game from cfg, seeds the RNG, and randomizes the item
|
||||
// New builds a game from params, 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 {
|
||||
func New(params Params) *RogueGame {
|
||||
g := &RogueGame{
|
||||
Rng: &Rng{Seed: cfg.Seed},
|
||||
Dnum: int(cfg.Seed),
|
||||
Whoami: cfg.Name,
|
||||
data: newGameData(),
|
||||
Rng: &Rng{Seed: params.Seed},
|
||||
Dnum: int(params.Seed),
|
||||
Whoami: params.Name,
|
||||
Fruit: "slime-mold",
|
||||
Home: cfg.Home,
|
||||
Wizard: cfg.Wizard,
|
||||
NoScore: cfg.Wizard,
|
||||
Home: params.Home,
|
||||
Wizard: params.Wizard,
|
||||
NoScore: params.Wizard,
|
||||
Playing: true,
|
||||
Depth: 1,
|
||||
ScorePath: cfg.ScorePath,
|
||||
ScorePath: params.ScorePath,
|
||||
LastScore: -1,
|
||||
}
|
||||
g.Options = Options{
|
||||
@@ -164,17 +168,21 @@ func NewGame(cfg Config) *RogueGame {
|
||||
}
|
||||
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.scr = NewScreen(params.Term)
|
||||
g.Msgs.attach(g.scr, g.look, g.readchar)
|
||||
g.FileName = params.Home + "/rogue.save"
|
||||
|
||||
g.rogueOpts = params.RogueOpts
|
||||
if params.Wizard {
|
||||
g.Player.Flags.Set(SenseMonsters)
|
||||
}
|
||||
if cfg.RogueOpts != "" {
|
||||
g.ParseOpts(cfg.RogueOpts)
|
||||
|
||||
if params.RogueOpts != "" {
|
||||
g.ParseOpts(params.RogueOpts)
|
||||
}
|
||||
|
||||
g.Monsters = monsterTable
|
||||
g.Monsters = g.data.monsterTable
|
||||
|
||||
g.Items.Group = 2 // weapons.c: int group = 2
|
||||
for i := range g.Level.Passages {
|
||||
g.Level.Passages[i].Flags = Gone | Dark
|
||||
@@ -186,34 +194,50 @@ func NewGame(cfg Config) *RogueGame {
|
||||
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)
|
||||
}
|
||||
// playit(). It does not return — the game ends by exiting the process
|
||||
// (see myExit); one game run is one process.
|
||||
func (g *RogueGame) Run() {
|
||||
g.startLevel()
|
||||
g.playit()
|
||||
return nil
|
||||
}
|
||||
|
||||
// startLevel draws the first level and starts the standing daemons and
|
||||
// fuses for a fresh game; a restored game brings its own (the back half
|
||||
// of main.c main()).
|
||||
func (g *RogueGame) startLevel() {
|
||||
if g.restored {
|
||||
return
|
||||
}
|
||||
|
||||
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)
|
||||
}
|
||||
|
||||
// playit is the main loop of the program (main.c playit).
|
||||
func (g *RogueGame) playit() {
|
||||
g.prePlay()
|
||||
|
||||
for g.Playing {
|
||||
g.command() // command execution
|
||||
}
|
||||
|
||||
g.endit()
|
||||
}
|
||||
|
||||
// prePlay does the option and position setup at the top of playit,
|
||||
// before the command loop (main.c playit). It is split out so tests can
|
||||
// drive a bounded number of turns; the loop itself never returns,
|
||||
// because game-over exits the process.
|
||||
func (g *RogueGame) prePlay() {
|
||||
// set up defaults for modern terminals: curses' md_hasclreol() is
|
||||
// always true, so the C default inventory style applies
|
||||
if !g.restored {
|
||||
@@ -226,11 +250,7 @@ func (g *RogueGame) playit() {
|
||||
}
|
||||
|
||||
g.Oldpos = g.Player.Pos
|
||||
g.Oldrp = g.roomin(g.Player.Pos)
|
||||
for g.Playing {
|
||||
g.command() // command execution
|
||||
}
|
||||
g.endit()
|
||||
g.Oldrp = g.roomIn(g.Player.Pos)
|
||||
}
|
||||
|
||||
// endit exits the game (main.c endit).
|
||||
@@ -242,7 +262,7 @@ func (g *RogueGame) endit() {
|
||||
func (g *RogueGame) fatal(s string) {
|
||||
g.mvaddstr(NumLines-2, 0, s)
|
||||
g.refresh()
|
||||
g.myExit(0)
|
||||
g.myExit()
|
||||
}
|
||||
|
||||
// quit has the player make certain, then exits (main.c quit). The final
|
||||
@@ -252,17 +272,21 @@ func (g *RogueGame) quit(int) {
|
||||
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.scr.Std.MvPrintwf(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)
|
||||
g.myExit()
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
g.move(0, 0)
|
||||
g.clrtoeol()
|
||||
g.status()
|
||||
|
||||
74
game/init.go
74
game/init.go
@@ -8,7 +8,7 @@ import "strings"
|
||||
// initPlayer rolls her up (init.c init_player).
|
||||
func (g *RogueGame) initPlayer() {
|
||||
p := &g.Player
|
||||
p.MaxStats = initStats
|
||||
p.MaxStats = g.data.initStats
|
||||
p.Stats = p.MaxStats
|
||||
p.FoodLeft = HungerTime
|
||||
// Give him some food
|
||||
@@ -20,7 +20,7 @@ func (g *RogueGame) initPlayer() {
|
||||
obj = newObject()
|
||||
obj.Kind = KindArmor
|
||||
obj.Which = int(ArmorRingMail)
|
||||
obj.ArmorClass = aClass[ArmorRingMail] - 1
|
||||
obj.ArmorClass = g.data.aClass[ArmorRingMail] - 1
|
||||
obj.Flags.Set(Known)
|
||||
obj.Count = 1
|
||||
p.CurArmor = obj
|
||||
@@ -50,36 +50,42 @@ func (g *RogueGame) initPlayer() {
|
||||
// initColors initializes the potion color scheme for this game
|
||||
// (init.c init_colors).
|
||||
func (g *RogueGame) initColors() {
|
||||
used := make([]bool, len(rainbow))
|
||||
for i := PotionKind(0); i < NumPotionTypes; i++ {
|
||||
used := make([]bool, len(g.data.rainbow))
|
||||
|
||||
for i := range NumPotionTypes {
|
||||
var j int
|
||||
for {
|
||||
j = g.rnd(len(rainbow))
|
||||
j = g.rnd(len(g.data.rainbow))
|
||||
if !used[j] {
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
used[j] = true
|
||||
g.Items.PotColors[i] = rainbow[j]
|
||||
g.Items.PotColors[i] = g.data.rainbow[j]
|
||||
}
|
||||
}
|
||||
|
||||
// initNames generates the names of the various scrolls (init.c init_names).
|
||||
func (g *RogueGame) initNames() {
|
||||
for i := ScrollKind(0); i < NumScrollTypes; i++ {
|
||||
for i := range NumScrollTypes {
|
||||
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))]
|
||||
sp := g.data.sylls[g.rnd(len(g.data.sylls))]
|
||||
if cp.Len()+len(sp) > MaxNameLen {
|
||||
break
|
||||
}
|
||||
|
||||
cp.WriteString(sp)
|
||||
}
|
||||
|
||||
cp.WriteByte(' ')
|
||||
}
|
||||
|
||||
g.Items.ScrNames[i] = strings.TrimSuffix(cp.String(), " ")
|
||||
}
|
||||
}
|
||||
@@ -87,47 +93,54 @@ func (g *RogueGame) initNames() {
|
||||
// initStones initializes the ring stone setting scheme for this game
|
||||
// (init.c init_stones).
|
||||
func (g *RogueGame) initStones() {
|
||||
used := make([]bool, len(stoneTable))
|
||||
for i := RingKind(0); i < NumRingTypes; i++ {
|
||||
used := make([]bool, len(g.data.stoneTable))
|
||||
|
||||
for i := range NumRingTypes {
|
||||
var j int
|
||||
for {
|
||||
j = g.rnd(len(stoneTable))
|
||||
j = g.rnd(len(g.data.stoneTable))
|
||||
if !used[j] {
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
used[j] = true
|
||||
g.Items.RingStones[i] = stoneTable[j].Name
|
||||
g.Items.Rings[i].Worth += stoneTable[j].Value
|
||||
g.Items.RingStones[i] = g.data.stoneTable[j].Name
|
||||
g.Items.Rings[i].Worth += g.data.stoneTable[j].Value
|
||||
}
|
||||
}
|
||||
|
||||
// initMaterials initializes the construction materials for wands and staffs
|
||||
// (init.c init_materials).
|
||||
func (g *RogueGame) initMaterials() {
|
||||
used := make([]bool, len(woods))
|
||||
metused := make([]bool, len(metals))
|
||||
for i := WandKind(0); i < NumWandTypes; i++ {
|
||||
used := make([]bool, len(g.data.woods))
|
||||
metused := make([]bool, len(g.data.metals))
|
||||
|
||||
for i := range NumWandTypes {
|
||||
var str string
|
||||
|
||||
for {
|
||||
if g.rnd(2) == 0 {
|
||||
j := g.rnd(len(metals))
|
||||
j := g.rnd(len(g.data.metals))
|
||||
if !metused[j] {
|
||||
g.Items.WandType[i] = "wand"
|
||||
str = metals[j]
|
||||
g.Items.WandType[i] = wandName
|
||||
str = g.data.metals[j]
|
||||
metused[j] = true
|
||||
|
||||
break
|
||||
}
|
||||
} else {
|
||||
j := g.rnd(len(woods))
|
||||
j := g.rnd(len(g.data.woods))
|
||||
if !used[j] {
|
||||
g.Items.WandType[i] = "staff"
|
||||
str = woods[j]
|
||||
g.Items.WandType[i] = staffName
|
||||
str = g.data.woods[j]
|
||||
used[j] = true
|
||||
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
g.Items.WandMade[i] = str
|
||||
}
|
||||
}
|
||||
@@ -143,13 +156,13 @@ func sumProbs(info []ObjInfo) {
|
||||
// initProbs copies the base tables into the game and initializes the
|
||||
// probabilities for the various items (init.c init_probs).
|
||||
func (g *RogueGame) initProbs() {
|
||||
g.Items.Things = baseThings
|
||||
g.Items.Potions = basePotInfo
|
||||
g.Items.Scrolls = baseScrInfo
|
||||
g.Items.Rings = baseRingInfo
|
||||
g.Items.Sticks = baseWsInfo
|
||||
g.Items.Weapons = baseWeapInfo
|
||||
g.Items.Armors = baseArmInfo
|
||||
g.Items.Things = g.data.baseThings
|
||||
g.Items.Potions = g.data.basePotInfo
|
||||
g.Items.Scrolls = g.data.baseScrInfo
|
||||
g.Items.Rings = g.data.baseRingInfo
|
||||
g.Items.Sticks = g.data.baseWsInfo
|
||||
g.Items.Weapons = g.data.baseWeapInfo
|
||||
g.Items.Armors = g.data.baseArmInfo
|
||||
|
||||
sumProbs(g.Items.Things[:])
|
||||
sumProbs(g.Items.Potions[:])
|
||||
@@ -164,7 +177,8 @@ func (g *RogueGame) initProbs() {
|
||||
// hallucinating (init.c pick_color).
|
||||
func (g *RogueGame) pickColor(col string) string {
|
||||
if g.Player.On(Hallucinating) {
|
||||
return rainbow[g.rnd(len(rainbow))]
|
||||
return g.data.rainbow[g.rnd(len(g.data.rainbow))]
|
||||
}
|
||||
|
||||
return col
|
||||
}
|
||||
|
||||
180
game/io.go
180
game/io.go
@@ -10,9 +10,11 @@ import (
|
||||
// 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 {
|
||||
// MessageLine is the io.c message machinery: the static msgbuf/newpos
|
||||
// pair plus the related globals (mpos, huh, and the message-behavior
|
||||
// flags). It owns the top line of the screen; attach wires in the
|
||||
// display and input it needs.
|
||||
type MessageLine struct {
|
||||
buf strings.Builder // msgbuf
|
||||
newpos int
|
||||
Mpos int // where cursor is on top line
|
||||
@@ -20,84 +22,137 @@ type MsgLine struct {
|
||||
SaveMsg bool // remember last msg
|
||||
LowerMsg bool // messages should start w/lower case
|
||||
MsgEsc bool // check for ESC from msg's --More--
|
||||
|
||||
scr *Screen // the top line lives on scr.Std
|
||||
look func(wakeup bool) // redraw before a --More-- (misc.c look)
|
||||
readChar func() byte // input for --More-- prompts
|
||||
}
|
||||
|
||||
// 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 {
|
||||
// Escape if the player escaped out of a --More--, ^Escape otherwise (the
|
||||
// C convention: callers compare against ESCAPE).
|
||||
func (m *MessageLine) 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
|
||||
m.scr.Std.Move(0, 0)
|
||||
m.scr.Std.Clrtoeol()
|
||||
m.Mpos = 0
|
||||
|
||||
return ^Escape
|
||||
}
|
||||
// otherwise add to the message and flush it out
|
||||
g.doadd(format, a...)
|
||||
return g.endmsg()
|
||||
m.doaddf(format, a...)
|
||||
|
||||
return m.End()
|
||||
}
|
||||
|
||||
// addmsg adds things to the current message (io.c addmsg).
|
||||
func (g *RogueGame) addmsg(format string, a ...any) {
|
||||
g.doadd(format, a...)
|
||||
// Addf adds things to the current message (io.c addmsg).
|
||||
func (m *MessageLine) Addf(format string, a ...any) {
|
||||
m.doaddf(format, a...)
|
||||
}
|
||||
|
||||
// endmsg displays a new msg, giving the player a chance to see the previous
|
||||
// End 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
|
||||
func (m *MessageLine) End() int {
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if m.Mpos != 0 && m.promptMore() == Escape {
|
||||
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] == ')') {
|
||||
(len(out) <= 1 || out[1] != ')') {
|
||||
out = string(toUpper(out[0])) + out[1:]
|
||||
}
|
||||
g.mvaddstr(0, 0, out)
|
||||
g.clrtoeol()
|
||||
|
||||
m.scr.Std.MvAddStr(0, 0, out)
|
||||
m.scr.Std.Clrtoeol()
|
||||
|
||||
m.Mpos = m.newpos
|
||||
m.newpos = 0
|
||||
m.buf.Reset()
|
||||
g.refresh()
|
||||
m.scr.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
|
||||
// promptMore shows the --More-- prompt and waits for the reader to
|
||||
// acknowledge; Escape means the player bailed out (the Mpos block of
|
||||
// io.c endmsg).
|
||||
func (m *MessageLine) promptMore() int {
|
||||
m.look(false)
|
||||
m.scr.Std.MvAddStr(0, m.Mpos, "--More--")
|
||||
m.scr.Refresh()
|
||||
|
||||
if !m.MsgEsc {
|
||||
m.waitForSpace()
|
||||
|
||||
return ^Escape
|
||||
}
|
||||
|
||||
for {
|
||||
ch := m.readChar()
|
||||
if ch == ' ' {
|
||||
return ^Escape
|
||||
}
|
||||
|
||||
if ch == Escape {
|
||||
m.buf.Reset()
|
||||
m.Mpos = 0
|
||||
m.newpos = 0
|
||||
|
||||
return Escape
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// attach wires the message line to its display and input; NewGame and
|
||||
// Restore call it once the screen and game exist.
|
||||
func (m *MessageLine) attach(scr *Screen, look func(bool), readChar func() byte) {
|
||||
m.scr = scr
|
||||
m.look = look
|
||||
m.readChar = readChar
|
||||
}
|
||||
|
||||
// waitForSpace absorbs input until the player types a space: the
|
||||
// --More-- acknowledgement (io.c wait_for).
|
||||
func (m *MessageLine) waitForSpace() {
|
||||
for {
|
||||
if m.readChar() == ' ' {
|
||||
return
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// doaddf performs an add onto the message buffer (io.c doadd).
|
||||
func (m *MessageLine) doaddf(format string, a ...any) {
|
||||
s := fmt.Sprintf(format, a...)
|
||||
if len(s)+m.newpos >= maxMsg {
|
||||
g.endmsg()
|
||||
m.End()
|
||||
}
|
||||
|
||||
m.buf.WriteString(s)
|
||||
m.newpos = m.buf.Len()
|
||||
}
|
||||
|
||||
// msg, addmsgf, and endmsg are the game-side shorthands for the message
|
||||
// line; the machinery lives on MessageLine.
|
||||
func (g *RogueGame) msg(format string, a ...any) int {
|
||||
return g.Msgs.Msg(format, a...)
|
||||
}
|
||||
|
||||
func (g *RogueGame) addmsgf(format string, a ...any) {
|
||||
g.Msgs.Addf(format, a...)
|
||||
}
|
||||
|
||||
func (g *RogueGame) endmsg() {
|
||||
g.Msgs.End()
|
||||
}
|
||||
|
||||
// stepOk returns true if it is ok to step on ch (io.c step_ok).
|
||||
func stepOk(ch byte) bool {
|
||||
switch ch {
|
||||
@@ -114,8 +169,10 @@ func (g *RogueGame) readchar() byte {
|
||||
ch := g.scr.term.ReadChar()
|
||||
if ch == 3 { // ^C
|
||||
g.quit(0)
|
||||
|
||||
return 27
|
||||
}
|
||||
|
||||
return ch
|
||||
}
|
||||
|
||||
@@ -133,8 +190,6 @@ type statusCache struct {
|
||||
init bool
|
||||
}
|
||||
|
||||
var hungerStateName = [...]string{"", "Hungry", "Weak", "Faint"}
|
||||
|
||||
// status displays the important stats line, keeping the cursor where it was
|
||||
// (io.c status).
|
||||
func (g *RogueGame) status() {
|
||||
@@ -146,17 +201,19 @@ func (g *RogueGame) status() {
|
||||
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 {
|
||||
|
||||
if g.statusUnchanged(temp) {
|
||||
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++
|
||||
@@ -175,7 +232,7 @@ func (g *RogueGame) status() {
|
||||
"Level: %d Gold: %-5d Hp: %*d(%*d) Str: %2d(%d) Arm: %-2d Exp: %d/%d %s",
|
||||
g.Depth, p.Purse, s.hpwidth, p.Stats.HP, s.hpwidth, p.Stats.MaxHP,
|
||||
p.Stats.Str, p.MaxStats.Str, 10-s.arm, p.Stats.Lvl, p.Stats.Exp,
|
||||
hungerStateName[p.HungryState])
|
||||
g.data.hungerStateName[p.HungryState])
|
||||
if g.StatMsg {
|
||||
g.move(0, 0)
|
||||
g.msg("%s", line)
|
||||
@@ -183,10 +240,23 @@ func (g *RogueGame) status() {
|
||||
g.move(StatLine, 0)
|
||||
g.addstr(line)
|
||||
}
|
||||
|
||||
g.clrtoeol()
|
||||
g.move(oy, ox)
|
||||
}
|
||||
|
||||
// statusUnchanged reports whether the status line still shows current
|
||||
// values, so it need not be redrawn (the shadow-variable check of io.c
|
||||
// status). temp is the effective armor class.
|
||||
func (g *RogueGame) statusUnchanged(temp int) bool {
|
||||
s := &g.statusCache
|
||||
p := &g.Player
|
||||
|
||||
return 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
|
||||
}
|
||||
|
||||
// waitFor sits around until the guy types the right key (io.c wait_for).
|
||||
func (g *RogueGame) waitFor(ch byte) {
|
||||
if ch == '\n' {
|
||||
@@ -197,7 +267,11 @@ func (g *RogueGame) waitFor(ch byte) {
|
||||
}
|
||||
}
|
||||
}
|
||||
for g.readchar() != ch {
|
||||
|
||||
for {
|
||||
if g.readchar() == ch {
|
||||
return
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -221,11 +295,13 @@ 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
|
||||
}
|
||||
|
||||
@@ -47,9 +47,33 @@ func (l *Level) VisibleChar(y, x int) byte {
|
||||
if m := l.MonsterAt(y, x); m != nil {
|
||||
return m.Disguise
|
||||
}
|
||||
|
||||
return l.Char(y, x)
|
||||
}
|
||||
|
||||
// ObjectAt finds the unclaimed object at (y, x) (misc.c find_obj).
|
||||
func (l *Level) ObjectAt(y, x int) *Object {
|
||||
for _, obj := range l.Objects {
|
||||
if obj.Pos.Y == y && obj.Pos.X == x {
|
||||
return obj
|
||||
}
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
// AddObject puts an object on the level (list.c attach on lvl_obj).
|
||||
func (l *Level) AddObject(obj *Object) { attachObj(&l.Objects, obj) }
|
||||
|
||||
// RemoveObject takes an object off the level (list.c detach on lvl_obj).
|
||||
func (l *Level) RemoveObject(obj *Object) { detachObj(&l.Objects, obj) }
|
||||
|
||||
// AddMonster puts a monster on the level (list.c attach on mlist).
|
||||
func (l *Level) AddMonster(m *Monster) { attachMon(&l.Monsters, m) }
|
||||
|
||||
// RemoveMonster takes a monster off the level (list.c detach on mlist).
|
||||
func (l *Level) RemoveMonster(m *Monster) { detachMon(&l.Monsters, m) }
|
||||
|
||||
// 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
|
||||
|
||||
530
game/misc.go
530
game/misc.go
@@ -4,155 +4,247 @@ package game
|
||||
// and small utilities. call_it arrives with the scroll/potion phase (it
|
||||
// needs the get_str line editor).
|
||||
|
||||
// lookScan carries the state of one look() glance while it examines the
|
||||
// nine squares around the hero.
|
||||
type lookScan struct {
|
||||
hero Coord
|
||||
pch byte // map character under the hero
|
||||
pfl PlaceFlags // map flags under the hero
|
||||
wakeup bool
|
||||
doorStop bool // door-stop checking applies (mid-run)
|
||||
sy, sx, ey, ex int
|
||||
sumhero, diffhero int
|
||||
passcount int
|
||||
}
|
||||
|
||||
// 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
|
||||
|
||||
s := lookScan{
|
||||
hero: hero,
|
||||
wakeup: wakeup,
|
||||
sy: hero.Y - 1,
|
||||
sx: hero.X - 1,
|
||||
ey: hero.Y + 1,
|
||||
ex: hero.X + 1,
|
||||
}
|
||||
|
||||
s.doorStop = g.DoorStop && !g.Firstmove
|
||||
if s.doorStop && g.Running {
|
||||
s.sumhero = hero.Y + hero.X
|
||||
s.diffhero = hero.Y - hero.X
|
||||
}
|
||||
|
||||
pp := g.Level.At(hero.Y, hero.X)
|
||||
pch := pp.Ch
|
||||
pfl := pp.Flags
|
||||
s.pch = pp.Ch
|
||||
s.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
|
||||
}
|
||||
}
|
||||
g.lookAround(&s)
|
||||
|
||||
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 {
|
||||
if s.doorStop && s.passcount > 1 {
|
||||
g.Running = false
|
||||
}
|
||||
|
||||
if !g.Running || !g.Options.Jump {
|
||||
g.mvaddch(hero.Y, hero.X, PlayerCh)
|
||||
}
|
||||
}
|
||||
|
||||
// lookAround runs the nine-square scan of look().
|
||||
func (g *RogueGame) lookAround(s *lookScan) {
|
||||
for y := s.sy; y <= s.ey; y++ {
|
||||
if y <= 0 || y >= NumLines-1 {
|
||||
continue
|
||||
}
|
||||
|
||||
for x := s.sx; x <= s.ex; x++ {
|
||||
if x < 0 || x >= NumCols {
|
||||
continue
|
||||
}
|
||||
|
||||
g.lookCell(s, y, x)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// lookCell examines one square around the hero: visibility rules, trip
|
||||
// and monster rendering, drawing, and run-stop checks (the loop body of
|
||||
// misc.c look).
|
||||
func (g *RogueGame) lookCell(s *lookScan, y, x int) {
|
||||
pp := g.Level.At(y, x)
|
||||
if g.lookSkips(s, pp, y, x) {
|
||||
return
|
||||
}
|
||||
|
||||
tp := pp.Monst
|
||||
|
||||
ch, skip := g.lookCellChar(s, tp, y, x, pp.Ch)
|
||||
if skip {
|
||||
return
|
||||
}
|
||||
|
||||
if !g.lookShow(s, tp, ch, y, x) {
|
||||
return
|
||||
}
|
||||
|
||||
if s.doorStop && g.Running {
|
||||
g.lookRunCheck(s, ch, y, x)
|
||||
}
|
||||
}
|
||||
|
||||
// lookSkips reports whether look ignores this square entirely: the
|
||||
// hero's own square when sighted, blank rock, passage squares of
|
||||
// another network, and diagonals the hero could not step to (the guard
|
||||
// chain of the misc.c look loop).
|
||||
func (g *RogueGame) lookSkips(s *lookScan, pp *Place, y, x int) bool {
|
||||
if !g.Player.On(Blind) && y == s.hero.Y && x == s.hero.X {
|
||||
return true
|
||||
}
|
||||
|
||||
if pp.Ch == ' ' { // nothing need be done with a ' '
|
||||
return true
|
||||
}
|
||||
|
||||
return lookForeignPassage(s, pp.Flags, pp.Ch) ||
|
||||
g.lookDiagonalBlocked(s, pp.Flags, pp.Ch, y, x)
|
||||
}
|
||||
|
||||
// lookForeignPassage hides passage squares belonging to a different
|
||||
// passage network than the hero's (misc.c look).
|
||||
func lookForeignPassage(s *lookScan, fp PlaceFlags, ch byte) bool {
|
||||
if s.pch != Door && ch != Door {
|
||||
return (s.pfl & FPassage) != (fp & FPassage)
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
// lookDiagonalBlocked hides diagonal door/passage squares the hero could
|
||||
// not actually step to (misc.c look).
|
||||
func (g *RogueGame) lookDiagonalBlocked(s *lookScan, fp PlaceFlags, ch byte, y, x int) bool {
|
||||
if !fp.Has(FPassage) && ch != Door {
|
||||
return false
|
||||
}
|
||||
|
||||
if !s.pfl.Has(FPassage) && s.pch != Door {
|
||||
return false
|
||||
}
|
||||
|
||||
return s.hero.X != x && s.hero.Y != y &&
|
||||
!stepOk(g.Level.Char(y, s.hero.X)) && !stepOk(g.Level.Char(s.hero.Y, x))
|
||||
}
|
||||
|
||||
// lookShow draws the square if it changed; it reports false when a
|
||||
// blind hero cannot see it at all (the draw part of the look loop).
|
||||
func (g *RogueGame) lookShow(s *lookScan, tp *Monster, ch byte, y, x int) bool {
|
||||
p := &g.Player
|
||||
if p.On(Blind) && (y != s.hero.Y || x != s.hero.X) {
|
||||
return false
|
||||
}
|
||||
|
||||
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)
|
||||
}
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
// lookCellChar picks what the square shows: trip rendering for empty
|
||||
// squares, waking and disguises for monsters. skip means the square is
|
||||
// not drawn at all (the monster switch of the look loop).
|
||||
func (g *RogueGame) lookCellChar(s *lookScan, tp *Monster, y, x int, ch byte) (byte, bool) {
|
||||
p := &g.Player
|
||||
|
||||
switch {
|
||||
case tp == nil:
|
||||
return g.tripCh(y, x, ch), false
|
||||
case p.On(SenseMonsters) && tp.On(Invisible):
|
||||
if g.DoorStop && !g.Firstmove {
|
||||
g.Running = false
|
||||
}
|
||||
|
||||
return ch, true
|
||||
default:
|
||||
if s.wakeup {
|
||||
g.wakeMonster(y, x)
|
||||
}
|
||||
|
||||
if g.seeMonst(tp) {
|
||||
if p.On(Hallucinating) {
|
||||
return g.randomMonsterLetter(), false
|
||||
}
|
||||
|
||||
return tp.Disguise, false
|
||||
}
|
||||
|
||||
return ch, false
|
||||
}
|
||||
}
|
||||
|
||||
// lookRunCheck decides whether what this square shows should stop a run
|
||||
// (the DoorStop tail of the misc.c look loop). Squares on the running
|
||||
// edge are ignored.
|
||||
func (g *RogueGame) lookRunCheck(s *lookScan, ch byte, y, x int) {
|
||||
if s.atRunEdge(g.RunCh, y, x) {
|
||||
return
|
||||
}
|
||||
|
||||
switch ch {
|
||||
case Door:
|
||||
if x == s.hero.X || y == s.hero.Y {
|
||||
g.Running = false
|
||||
}
|
||||
case Passage:
|
||||
if x == s.hero.X || y == s.hero.Y {
|
||||
s.passcount++
|
||||
}
|
||||
case Floor, '|', '-', ' ':
|
||||
default:
|
||||
g.Running = false
|
||||
}
|
||||
}
|
||||
|
||||
// atRunEdge reports whether (y, x) sits on the leading edge of the run
|
||||
// direction, where door-stop checking does not apply (the first RunCh
|
||||
// switch of the misc.c look loop).
|
||||
func (s *lookScan) atRunEdge(runCh byte, y, x int) bool {
|
||||
switch runCh {
|
||||
case 'h':
|
||||
return x == s.ex
|
||||
case 'j':
|
||||
return y == s.sy
|
||||
case 'k':
|
||||
return y == s.ey
|
||||
case 'l':
|
||||
return x == s.sx
|
||||
case 'y':
|
||||
return (y+x)-s.sumhero >= 1
|
||||
case 'u':
|
||||
return (y-x)-s.diffhero >= 1
|
||||
case 'n':
|
||||
return (y+x)-s.sumhero <= -1
|
||||
case 'b':
|
||||
return (y-x)-s.diffhero <= -1
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
// 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 {
|
||||
@@ -165,26 +257,30 @@ func (g *RogueGame) tripCh(y, x int, ch byte) byte {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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)) {
|
||||
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(' ')
|
||||
}
|
||||
@@ -198,53 +294,53 @@ 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
|
||||
return true
|
||||
}
|
||||
|
||||
// eat lets her try to eat something (misc.c eat).
|
||||
func (g *RogueGame) eat() {
|
||||
obj := g.getItem("eat", KindFood)
|
||||
if obj == nil {
|
||||
obj, ok := g.promptPackItem("eat", KindFood)
|
||||
if !ok {
|
||||
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 {
|
||||
|
||||
switch {
|
||||
case obj.Which == 1:
|
||||
g.msg("my, that was a yummy %s", g.Fruit)
|
||||
} else if g.rnd(100) > 70 {
|
||||
case g.rnd(100) > 70:
|
||||
p.Stats.Exp++
|
||||
|
||||
g.msg("%s, this food tastes awful", g.chooseStr("bummer", "yuk"))
|
||||
g.checkLevel()
|
||||
} else {
|
||||
default:
|
||||
g.msg("%s, that tasted good", g.chooseStr("oh, wow", "yum"))
|
||||
}
|
||||
|
||||
g.leavePack(obj, false, false)
|
||||
}
|
||||
|
||||
@@ -252,38 +348,46 @@ func (g *RogueGame) eat() {
|
||||
// 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 {
|
||||
for i = 0; g.data.eLevels[i] != 0; i++ {
|
||||
if g.data.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) {
|
||||
// changeStrength modifies the player's strength, keeping track of the
|
||||
// highest it has been (misc.c chg_str).
|
||||
func (g *RogueGame) changeStrength(amt int) {
|
||||
if amt == 0 {
|
||||
return
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
@@ -303,24 +407,29 @@ 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.
|
||||
// runTo() can splice the monster list while we walk it, so iterate a copy.
|
||||
monsters := append([]*Monster(nil), g.Level.Monsters...)
|
||||
for _, mp := range monsters {
|
||||
g.runto(mp.Pos)
|
||||
g.runTo(mp.Pos)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -330,10 +439,12 @@ 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 ""
|
||||
}
|
||||
|
||||
@@ -343,21 +454,25 @@ 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.addmsgf("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 {
|
||||
// promptDirection sets up the direction coordinate for use in various
|
||||
// "prefix" commands (misc.c get_dir).
|
||||
func (g *RogueGame) promptDirection() bool {
|
||||
if g.Again && g.LastDir != 0 {
|
||||
g.Delta = g.lastDelt
|
||||
g.DirCh = g.LastDir
|
||||
@@ -367,53 +482,76 @@ func (g *RogueGame) getDir() bool {
|
||||
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.DirCh = g.readchar()
|
||||
if g.DirCh == Escape {
|
||||
g.LastDir = 0
|
||||
g.resetLast()
|
||||
|
||||
return false
|
||||
default:
|
||||
g.Msgs.Mpos = 0
|
||||
g.msg("%s", prompt)
|
||||
gotit = false
|
||||
}
|
||||
if gotit {
|
||||
|
||||
if d, ok := deltaFor(g.DirCh); ok {
|
||||
g.Delta = d
|
||||
|
||||
break
|
||||
}
|
||||
|
||||
g.Msgs.Mpos = 0
|
||||
g.msg("%s", prompt)
|
||||
}
|
||||
|
||||
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.confuseDirection()
|
||||
}
|
||||
|
||||
g.Msgs.Mpos = 0
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
// confuseDirection randomizes the chosen direction for a confused hero
|
||||
// (the ISHUH tail of misc.c get_dir).
|
||||
func (g *RogueGame) confuseDirection() {
|
||||
for {
|
||||
g.Delta.Y = g.rnd(3) - 1
|
||||
|
||||
g.Delta.X = g.rnd(3) - 1
|
||||
if g.Delta.Y != 0 || g.Delta.X != 0 {
|
||||
return
|
||||
}
|
||||
}
|
||||
g.Msgs.Mpos = 0
|
||||
return true
|
||||
}
|
||||
|
||||
// deltaFor maps a direction key to its movement delta; ok is false for
|
||||
// keys that are not directions (the switch of misc.c get_dir).
|
||||
func deltaFor(ch byte) (Coord, bool) {
|
||||
switch ch {
|
||||
case 'h', 'H':
|
||||
return Coord{X: -1, Y: 0}, true
|
||||
case 'j', 'J':
|
||||
return Coord{X: 0, Y: 1}, true
|
||||
case 'k', 'K':
|
||||
return Coord{X: 0, Y: -1}, true
|
||||
case 'l', 'L':
|
||||
return Coord{X: 1, Y: 0}, true
|
||||
case 'y', 'Y':
|
||||
return Coord{X: -1, Y: -1}, true
|
||||
case 'u', 'U':
|
||||
return Coord{X: 1, Y: -1}, true
|
||||
case 'b', 'B':
|
||||
return Coord{X: -1, Y: 1}, true
|
||||
case 'n', 'N':
|
||||
return Coord{X: 1, Y: 1}, true
|
||||
}
|
||||
|
||||
return Coord{}, false
|
||||
}
|
||||
|
||||
// callIt calls an object something after use (misc.c call_it).
|
||||
@@ -422,6 +560,7 @@ func (g *RogueGame) callIt(info *ObjInfo) {
|
||||
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 != "" {
|
||||
@@ -431,21 +570,17 @@ func (g *RogueGame) callIt(info *ObjInfo) {
|
||||
}
|
||||
}
|
||||
|
||||
// thingList is misc.c rnd_thing()'s static table.
|
||||
var thingList = []byte{
|
||||
Potion, Scroll, Ring, Stick, Food, Weapon, Armor, Stairs, Gold, Amulet,
|
||||
}
|
||||
|
||||
// rndThing picks a random thing appropriate for this level (misc.c
|
||||
// rnd_thing).
|
||||
func (g *RogueGame) rndThing() byte {
|
||||
var i int
|
||||
if g.Depth >= AmuletLevel {
|
||||
i = g.rnd(len(thingList))
|
||||
i = g.rnd(len(g.data.thingList))
|
||||
} else {
|
||||
i = g.rnd(len(thingList) - 1)
|
||||
i = g.rnd(len(g.data.thingList) - 1)
|
||||
}
|
||||
return thingList[i]
|
||||
|
||||
return g.data.thingList[i]
|
||||
}
|
||||
|
||||
// chooseStr picks the first or second string depending on whether the
|
||||
@@ -454,6 +589,7 @@ func (g *RogueGame) chooseStr(ts, ns string) string {
|
||||
if g.Player.On(Hallucinating) {
|
||||
return ts
|
||||
}
|
||||
|
||||
return ns
|
||||
}
|
||||
|
||||
@@ -463,8 +599,10 @@ func unctrl(ch byte) string {
|
||||
if ch < ' ' {
|
||||
return "^" + string(ch+'@')
|
||||
}
|
||||
|
||||
if ch == 0x7f {
|
||||
return "^?"
|
||||
}
|
||||
|
||||
return string(ch)
|
||||
}
|
||||
|
||||
148
game/monsters.go
148
game/monsters.go
@@ -2,33 +2,24 @@ package game
|
||||
|
||||
// monsters.c — monster creation and saving throws.
|
||||
|
||||
// lvlMons and wandMons list monsters in rough order of vorpalness; zero
|
||||
// entries in wandMons never wander (monsters.c).
|
||||
var lvlMons = [26]byte{
|
||||
'K', 'E', 'B', 'S', 'H', 'I', 'R', 'O', 'Z', 'L', 'C', 'Q', 'A',
|
||||
'N', 'Y', 'F', 'T', 'W', 'P', 'X', 'U', 'M', 'V', 'G', 'J', 'D',
|
||||
}
|
||||
|
||||
var wandMons = [26]byte{
|
||||
'K', 'E', 'B', 'S', 'H', 0, 'R', 'O', 'Z', 0, 'C', 'Q', 'A',
|
||||
0, 'Y', 0, 'T', 'W', 'P', 0, 'U', 'M', 'V', 'G', 'J', 0,
|
||||
}
|
||||
|
||||
// randMonster picks a monster to show up; the lower the level, the meaner
|
||||
// the monster (monsters.c randmonster).
|
||||
func (g *RogueGame) randMonster(wander bool) byte {
|
||||
mons := &lvlMons
|
||||
mons := &g.data.lvlMons
|
||||
if wander {
|
||||
mons = &wandMons
|
||||
mons = &g.data.wandMons
|
||||
}
|
||||
|
||||
for {
|
||||
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]
|
||||
}
|
||||
@@ -38,17 +29,15 @@ func (g *RogueGame) randMonster(wander bool) byte {
|
||||
// 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)
|
||||
levAdd := max(g.Depth-AmuletLevel, 0)
|
||||
|
||||
g.Level.AddMonster(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)
|
||||
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
|
||||
@@ -58,15 +47,19 @@ func (g *RogueGame) newMonster(tp *Monster, typ byte, cp Coord) {
|
||||
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)
|
||||
g.runTo(cp)
|
||||
}
|
||||
|
||||
if typ == 'X' {
|
||||
tp.Disguise = g.rndThing()
|
||||
}
|
||||
@@ -81,11 +74,13 @@ func expAdd(tp *Monster) int {
|
||||
} else {
|
||||
mod = tp.Stats.MaxHP / 6
|
||||
}
|
||||
|
||||
if tp.Stats.Lvl > 9 {
|
||||
mod *= 20
|
||||
} else if tp.Stats.Lvl > 6 {
|
||||
mod *= 4
|
||||
}
|
||||
|
||||
return mod
|
||||
}
|
||||
|
||||
@@ -93,73 +88,115 @@ func expAdd(tp *Monster) int {
|
||||
// (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 {
|
||||
cp, _ = g.findFloor(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.addch(g.randomMonsterLetter())
|
||||
}
|
||||
|
||||
g.standend()
|
||||
}
|
||||
g.runto(tp.Pos)
|
||||
|
||||
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 {
|
||||
func (g *RogueGame) wakeMonster(y, x int) {
|
||||
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) {
|
||||
if g.meanWakes(tp) {
|
||||
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")
|
||||
}
|
||||
}
|
||||
|
||||
if g.medusaCatches(tp) {
|
||||
g.medusaGaze(tp, y, x)
|
||||
}
|
||||
// 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
|
||||
}
|
||||
|
||||
// meanWakes decides whether a sleeping mean monster starts the chase
|
||||
// (monsters.c wake_monster). The waking roll happens for any sleeping
|
||||
// monster, as in C.
|
||||
func (g *RogueGame) meanWakes(tp *Monster) bool {
|
||||
p := &g.Player
|
||||
|
||||
return !tp.On(Awake) && g.rnd(3) != 0 && tp.On(Mean) && !tp.On(Held) &&
|
||||
!p.IsWearing(RingStealth) && !p.On(Levitating)
|
||||
}
|
||||
|
||||
// medusaCatches reports an uncovered, awake medusa the hero can see
|
||||
// (monsters.c wake_monster).
|
||||
func (g *RogueGame) medusaCatches(tp *Monster) bool {
|
||||
p := &g.Player
|
||||
|
||||
return tp.Type == 'M' && !p.On(Blind) && !p.On(Hallucinating) &&
|
||||
!tp.On(Found) && !tp.On(Cancelled) && tp.On(Awake)
|
||||
}
|
||||
|
||||
// medusaGaze confuses the hero when the medusa's gaze lands (the M
|
||||
// block of monsters.c wake_monster).
|
||||
func (g *RogueGame) medusaGaze(tp *Monster, y, x int) {
|
||||
p := &g.Player
|
||||
|
||||
rp := p.Room
|
||||
if (rp == nil || rp.Flags.Has(Dark)) &&
|
||||
distance(y, x, p.Pos.Y, p.Pos.X) >= LampDist {
|
||||
return
|
||||
}
|
||||
|
||||
tp.Flags.Set(Found)
|
||||
|
||||
if g.save(VsMagic) {
|
||||
return
|
||||
}
|
||||
|
||||
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.addmsgf("%s", mname)
|
||||
|
||||
if mname != "it" {
|
||||
g.addmsgf("'")
|
||||
}
|
||||
|
||||
g.msg("s gaze has confused you")
|
||||
}
|
||||
|
||||
// givePack gives a pack to a monster if it deserves one (monsters.c
|
||||
@@ -174,6 +211,7 @@ func (g *RogueGame) givePack(tp *Monster) {
|
||||
// save_throw).
|
||||
func (g *RogueGame) saveThrow(which int, st *Stats) bool {
|
||||
need := 14 + which - st.Lvl/2
|
||||
|
||||
return g.roll(1, 20) >= need
|
||||
}
|
||||
|
||||
@@ -185,9 +223,17 @@ func (g *RogueGame) save(which int) bool {
|
||||
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)
|
||||
}
|
||||
|
||||
// randomMonsterLetter picks a random monster display letter, used by the
|
||||
// hallucination effects (the C rnd(26)+'A' idiom).
|
||||
func (g *RogueGame) randomMonsterLetter() byte {
|
||||
return byte(g.rnd(26) + 'A') //nolint:gosec // G115: 'A'..'Z' fits a byte
|
||||
}
|
||||
|
||||
501
game/move.go
501
game/move.go
@@ -2,158 +2,262 @@ package game
|
||||
|
||||
// move.c — hero movement commands.
|
||||
|
||||
// doRun starts the hero running (move.c do_run).
|
||||
func (g *RogueGame) doRun(ch byte) {
|
||||
// startRun starts the hero running (move.c do_run).
|
||||
func (g *RogueGame) startRun(ch byte) {
|
||||
g.Running = true
|
||||
g.After = false
|
||||
g.RunCh = ch
|
||||
}
|
||||
|
||||
// doMove checks that a move is legal and handles the consequences —
|
||||
// fighting, picking up, etc. (move.c do_move).
|
||||
func (g *RogueGame) doMove(dy, dx int) {
|
||||
// moveHero checks that a move is legal and handles the consequences —
|
||||
// fighting, picking up, etc. (move.c do_move). The C `goto over`
|
||||
// re-check after a passage turn is the retry loop.
|
||||
func (g *RogueGame) moveHero(dy, dx int) {
|
||||
p := &g.Player
|
||||
|
||||
g.Firstmove = false
|
||||
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)
|
||||
nh = g.randomStep(&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
|
||||
for {
|
||||
ch, fl, stop := g.moveTarget(nh)
|
||||
if stop {
|
||||
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")
|
||||
|
||||
turned, ndy, ndx := g.moveResolve(nh, ch, fl, dy, dx)
|
||||
if !turned {
|
||||
return
|
||||
}
|
||||
|
||||
// the C goto over: re-check the turned move
|
||||
dy, dx = ndy, ndx
|
||||
|
||||
g.turnRefresh()
|
||||
|
||||
nh = Coord{Y: p.Pos.Y + dy, X: p.Pos.X + dx}
|
||||
}
|
||||
if hitBound {
|
||||
ch = ' ' // fall into the wall case below
|
||||
}
|
||||
}
|
||||
|
||||
// moveResolve acts on the square the hero stepped at: a wall may turn a
|
||||
// passage runner (reported with the new deltas); anything else completes
|
||||
// or refuses the move (the switch of move.c do_move).
|
||||
func (g *RogueGame) moveResolve(nh Coord, ch byte, fl PlaceFlags, dy, dx int) (bool, int, int) {
|
||||
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
|
||||
}
|
||||
}
|
||||
if turn, ndy, ndx := g.passageTurn(dy, dx); turn {
|
||||
return true, ndy, ndx
|
||||
}
|
||||
|
||||
g.Running = false
|
||||
g.After = false
|
||||
default:
|
||||
g.moveEnter(nh, fl, ch)
|
||||
}
|
||||
|
||||
return false, 0, 0
|
||||
}
|
||||
|
||||
// moveEnter completes a step onto a walkable square: doors, traps,
|
||||
// passages, floor, and things (the entry arms of the move.c do_move
|
||||
// switch).
|
||||
func (g *RogueGame) moveEnter(nh Coord, fl PlaceFlags, ch byte) {
|
||||
p := &g.Player
|
||||
|
||||
switch ch {
|
||||
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)
|
||||
tr := g.springTrap(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)
|
||||
p.Room = g.roomIn(p.Pos)
|
||||
case Floor:
|
||||
if !fl.Has(FReal) {
|
||||
g.beTrapped(p.Pos)
|
||||
g.springTrap(p.Pos)
|
||||
}
|
||||
g.moveStuff(nh, fl)
|
||||
default:
|
||||
if ch == Stairs {
|
||||
g.SeenStairs = true
|
||||
}
|
||||
g.moveOnto(nh, fl, ch)
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
g.finishMove(nh, fl)
|
||||
}
|
||||
|
||||
// offMap reports coordinates outside the walkable map (move.c do_move).
|
||||
func offMap(nh Coord) bool {
|
||||
return nh.X < 0 || nh.X >= NumCols || nh.Y <= 0 || nh.Y >= NumLines-1
|
||||
}
|
||||
|
||||
// moveTarget inspects the square the hero is stepping onto: bounds and
|
||||
// diagonal legality, hidden traps underfoot, and being held. stop means
|
||||
// the move is refused (the checks of move.c do_move).
|
||||
func (g *RogueGame) moveTarget(nh Coord) (byte, PlaceFlags, bool) {
|
||||
p := &g.Player
|
||||
|
||||
// Check if he tried to move off the screen or make an illegal
|
||||
// diagonal move, and stop him if he did.
|
||||
if offMap(nh) {
|
||||
return ' ', 0, false // fall into the wall case
|
||||
}
|
||||
|
||||
if !g.diagOk(p.Pos, nh) {
|
||||
g.After = false
|
||||
g.Running = false
|
||||
if isUpper(ch) || g.Level.MonsterAt(nh.Y, nh.X) != nil {
|
||||
g.fight(nh, p.CurWeapon, false)
|
||||
} else {
|
||||
if ch != Stairs {
|
||||
g.Take = ch
|
||||
}
|
||||
g.moveStuff(nh, fl)
|
||||
|
||||
return 0, 0, true
|
||||
}
|
||||
|
||||
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 0, 0, true
|
||||
}
|
||||
|
||||
return ch, fl, false
|
||||
}
|
||||
|
||||
// moveOnto handles stepping at a monster or onto an item (the default
|
||||
// arm of the move.c do_move switch).
|
||||
func (g *RogueGame) moveOnto(nh Coord, fl PlaceFlags, ch byte) {
|
||||
p := &g.Player
|
||||
if ch == Stairs {
|
||||
g.SeenStairs = true
|
||||
}
|
||||
|
||||
g.Running = false
|
||||
if isUpper(ch) || g.Level.MonsterAt(nh.Y, nh.X) != nil {
|
||||
g.fight(nh, p.CurWeapon, false)
|
||||
} else {
|
||||
if ch != Stairs {
|
||||
g.Take = ch
|
||||
}
|
||||
|
||||
g.finishMove(nh, fl)
|
||||
}
|
||||
}
|
||||
|
||||
// moveStuff is the move_stuff label in do_move: complete the step.
|
||||
func (g *RogueGame) moveStuff(nh Coord, fl PlaceFlags) {
|
||||
// passageTurn checks whether a runner in a gone-room passage should turn
|
||||
// the corner instead of stopping at a wall (the PASSGO block of move.c
|
||||
// do_move). It reports whether to turn and the new deltas, updating RunCh.
|
||||
func (g *RogueGame) passageTurn(dy, dx int) (bool, int, int) {
|
||||
p := &g.Player
|
||||
if !g.Options.PassGo || !g.Running || !p.Room.Flags.Has(Gone) ||
|
||||
p.On(Blind) {
|
||||
return false, dy, dx
|
||||
}
|
||||
|
||||
switch g.RunCh {
|
||||
case 'h', 'l':
|
||||
if turn, ndy := g.passageTurnVertical(); turn {
|
||||
return true, ndy, 0
|
||||
}
|
||||
case 'j', 'k':
|
||||
if turn, ndx := g.passageTurnHorizontal(); turn {
|
||||
return true, 0, ndx
|
||||
}
|
||||
}
|
||||
|
||||
return false, dy, dx
|
||||
}
|
||||
|
||||
// passageTurnVertical decides whether a horizontal runner turns up or
|
||||
// down at a corner (move.c do_move).
|
||||
func (g *RogueGame) passageTurnVertical() (bool, int) {
|
||||
p := &g.Player
|
||||
|
||||
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 {
|
||||
return false, 0
|
||||
}
|
||||
|
||||
if b1 {
|
||||
g.RunCh = 'k'
|
||||
|
||||
return true, -1
|
||||
}
|
||||
|
||||
g.RunCh = 'j'
|
||||
|
||||
return true, 1
|
||||
}
|
||||
|
||||
// passageTurnHorizontal decides whether a vertical runner turns left or
|
||||
// right at a corner (move.c do_move).
|
||||
func (g *RogueGame) passageTurnHorizontal() (bool, int) {
|
||||
p := &g.Player
|
||||
|
||||
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 {
|
||||
return false, 0
|
||||
}
|
||||
|
||||
if b1 {
|
||||
g.RunCh = 'h'
|
||||
|
||||
return true, -1
|
||||
}
|
||||
|
||||
g.RunCh = 'l'
|
||||
|
||||
return true, 1
|
||||
}
|
||||
|
||||
// finishMove is the move_stuff label in do_move: complete the step.
|
||||
func (g *RogueGame) finishMove(nh Coord, fl PlaceFlags) {
|
||||
p := &g.Player
|
||||
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorAt())
|
||||
|
||||
if fl.Has(FPassage) && g.Level.Char(g.Oldpos.Y, g.Oldpos.X) == Door {
|
||||
g.leaveRoom(nh)
|
||||
}
|
||||
|
||||
p.Pos = nh
|
||||
}
|
||||
|
||||
@@ -161,17 +265,21 @@ func (g *RogueGame) moveStuff(nh Coord, fl PlaceFlags) {
|
||||
// (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() {
|
||||
// turnRefresh decides whether to refresh at a passage turning (move.c
|
||||
// turnref).
|
||||
func (g *RogueGame) turnRefresh() {
|
||||
p := &g.Player
|
||||
|
||||
pp := g.Level.At(p.Pos.Y, p.Pos.X)
|
||||
if !pp.Flags.Has(FSeen) {
|
||||
if g.Options.Jump {
|
||||
g.refresh()
|
||||
}
|
||||
|
||||
pp.Flags.Set(FSeen)
|
||||
}
|
||||
}
|
||||
@@ -182,6 +290,7 @@ 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)) {
|
||||
@@ -191,102 +300,142 @@ func (g *RogueGame) doorOpen(rp *Room) {
|
||||
}
|
||||
}
|
||||
|
||||
// beTrapped makes him pay for stepping on a trap (move.c be_trapped).
|
||||
func (g *RogueGame) beTrapped(tc Coord) TrapKind {
|
||||
// springTrap makes him pay for stepping on a trap (move.c be_trapped).
|
||||
func (g *RogueGame) springTrap(tc Coord) TrapKind {
|
||||
p := &g.Player
|
||||
if p.On(Levitating) {
|
||||
return TrapRust // anything that's not a door or teleport
|
||||
}
|
||||
|
||||
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)
|
||||
|
||||
if h := g.data.trapHandlers[tr]; h != nil {
|
||||
h(g, tc)
|
||||
}
|
||||
|
||||
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 {
|
||||
// The per-trap effect handlers, dispatched through
|
||||
// gameData.trapHandlers. Each is one case of the C be_trapped switch.
|
||||
|
||||
func (g *RogueGame) trapFall(Coord) {
|
||||
g.Depth++
|
||||
g.NewLevel()
|
||||
g.msg("you fell into a trap!")
|
||||
}
|
||||
|
||||
func (g *RogueGame) trapBear(Coord) {
|
||||
g.NoMove += g.spread(3) // BEARTIME
|
||||
g.msg("you are caught in a bear trap")
|
||||
}
|
||||
|
||||
func (g *RogueGame) trapMystery(Coord) {
|
||||
which := g.rnd(11)
|
||||
switch which {
|
||||
case 0:
|
||||
g.msg("you are suddenly in a parallel dimension")
|
||||
case 1:
|
||||
g.msg("the light in here suddenly seems %s", g.data.rainbow[g.rnd(len(g.data.rainbow))])
|
||||
case 2:
|
||||
g.msg("you feel a sting in the side of your neck")
|
||||
case 3:
|
||||
g.msg("multi-colored lines swirl around you, then fade")
|
||||
case 4:
|
||||
g.msg("a %s light flashes in your eyes", g.data.rainbow[g.rnd(len(g.data.rainbow))])
|
||||
case 5:
|
||||
g.msg("a spike shoots past your ear!")
|
||||
default:
|
||||
g.trapMysteryMore(which)
|
||||
}
|
||||
}
|
||||
|
||||
// trapMysteryMore holds the back half of the mystery-trap messages.
|
||||
func (g *RogueGame) trapMysteryMore(which int) {
|
||||
switch which {
|
||||
case 6:
|
||||
g.msg("%s sparks dance across your armor", g.data.rainbow[g.rnd(len(g.data.rainbow))])
|
||||
case 7:
|
||||
g.msg("you suddenly feel very thirsty")
|
||||
case 8:
|
||||
g.msg("you feel time speed up suddenly")
|
||||
case 9:
|
||||
g.msg("time now seems to be going slower")
|
||||
case 10:
|
||||
g.msg("you pack turns %s!", g.data.rainbow[g.rnd(len(g.data.rainbow))])
|
||||
}
|
||||
}
|
||||
|
||||
func (g *RogueGame) trapSleep(Coord) {
|
||||
g.NoCommand += g.spread(5) // SLEEPTIME
|
||||
|
||||
g.Player.Flags.Clear(Awake)
|
||||
g.msg("a strange white mist envelops you and you fall asleep")
|
||||
}
|
||||
|
||||
func (g *RogueGame) trapArrow(Coord) {
|
||||
p := &g.Player
|
||||
if g.swing(p.Stats.Lvl-1, p.Stats.ArmorClass, 1) {
|
||||
p.Stats.HP -= g.roll(1, 6)
|
||||
if p.Stats.HP <= 0 {
|
||||
g.msg("an arrow killed you")
|
||||
g.death('a')
|
||||
} else {
|
||||
g.msg("oh no! An arrow shot you")
|
||||
}
|
||||
} else {
|
||||
arrow := newObject()
|
||||
g.initWeapon(arrow, WeaponArrow)
|
||||
arrow.Count = 1
|
||||
arrow.Pos = p.Pos
|
||||
g.fall(arrow, false)
|
||||
g.msg("an arrow shoots past you")
|
||||
}
|
||||
}
|
||||
|
||||
func (g *RogueGame) trapTeleport(tc Coord) {
|
||||
// since the hero's leaving, look() won't put a TRAP down for us,
|
||||
// so we have to do it ourself
|
||||
g.teleport()
|
||||
g.mvaddch(tc.Y, tc.X, Trap)
|
||||
}
|
||||
|
||||
func (g *RogueGame) trapDart(Coord) {
|
||||
p := &g.Player
|
||||
if !g.swing(p.Stats.Lvl+1, p.Stats.ArmorClass, 1) {
|
||||
g.msg("a small dart whizzes by your ear and vanishes")
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
p.Stats.HP -= g.roll(1, 4)
|
||||
if p.Stats.HP <= 0 {
|
||||
g.msg("a poisoned dart killed you")
|
||||
g.death('d')
|
||||
}
|
||||
|
||||
if !p.IsWearing(RingSustainStrength) && !g.save(VsPoison) {
|
||||
g.changeStrength(-1)
|
||||
}
|
||||
|
||||
g.msg("a small dart just hit you in the shoulder")
|
||||
}
|
||||
|
||||
func (g *RogueGame) trapRust(Coord) {
|
||||
g.msg("a gush of water hits you on the head")
|
||||
g.rustArmor(g.Player.CurArmor)
|
||||
}
|
||||
|
||||
// randomStep moves in a random direction if the monster/person is
|
||||
// confused (move.c rndmove).
|
||||
func (g *RogueGame) randomStep(who *Creature) Coord {
|
||||
ret := Coord{
|
||||
Y: who.Pos.Y + g.rnd(3) - 1,
|
||||
X: who.Pos.X + g.rnd(3) - 1,
|
||||
@@ -296,25 +445,32 @@ func (g *RogueGame) rndmove(who *Creature) Coord {
|
||||
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
|
||||
}
|
||||
|
||||
@@ -332,6 +488,7 @@ func (g *RogueGame) rustArmor(arm *Object) {
|
||||
}
|
||||
} else {
|
||||
arm.ArmorClass++
|
||||
|
||||
if !g.Options.Terse {
|
||||
g.msg("your armor appears to be weaker now. Oh my!")
|
||||
} else {
|
||||
|
||||
@@ -13,6 +13,7 @@ const (
|
||||
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
|
||||
}
|
||||
@@ -20,61 +21,65 @@ func (g *RogueGame) NewLevel() {
|
||||
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
|
||||
g.digRooms() // Draw rooms
|
||||
g.digPassages() // 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
|
||||
}
|
||||
g.Level.TrapCount = min(g.rnd(g.Depth/4)+1, 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)
|
||||
stairs, _ = g.findFloor(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))
|
||||
*sp |= PlaceFlags(g.rnd(NumTrapTypes)) //nolint:gosec // G115: 0..7 fits
|
||||
}
|
||||
}
|
||||
// Place the staircase down.
|
||||
stairs, _ := g.findFloor(nil, 0, false)
|
||||
stairs, _ := g.findFloor(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)
|
||||
tp.Room = g.roomIn(tp.Pos)
|
||||
}
|
||||
|
||||
hero, _ := g.findFloor(nil, 0, true)
|
||||
hero, _ := g.findFloor(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 {
|
||||
// randomRoom picks a room that is really there (new_level.c rnd_room).
|
||||
func (g *RogueGame) randomRoom() int {
|
||||
for {
|
||||
rm := g.rnd(MaxRooms)
|
||||
if !g.Level.Rooms[rm].Flags.Has(Gone) {
|
||||
@@ -93,16 +98,16 @@ func (g *RogueGame) putThings() {
|
||||
}
|
||||
// check for treasure rooms, and if so, put it in.
|
||||
if g.rnd(treasRoomChance) == 0 {
|
||||
g.treasRoom()
|
||||
g.treasureRoom()
|
||||
}
|
||||
// Do MAXOBJ attempts to put things on a level
|
||||
for i := 0; i < MaxObj; i++ {
|
||||
for range MaxObj {
|
||||
if g.rnd(100) < 36 {
|
||||
// Pick a new object and link it in the list
|
||||
obj := g.newThing()
|
||||
attachObj(&g.Level.Objects, obj)
|
||||
g.Level.AddObject(obj)
|
||||
// Put it somewhere
|
||||
obj.Pos, _ = g.findFloor(nil, 0, false)
|
||||
obj.Pos, _ = g.findFloor(false)
|
||||
g.Level.SetChar(obj.Pos.Y, obj.Pos.X, obj.Kind.Glyph())
|
||||
}
|
||||
}
|
||||
@@ -110,42 +115,40 @@ func (g *RogueGame) putThings() {
|
||||
// yet, put it somewhere on the ground
|
||||
if g.Depth >= AmuletLevel && !g.HasAmulet {
|
||||
obj := newObject()
|
||||
attachObj(&g.Level.Objects, obj)
|
||||
g.Level.AddObject(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)
|
||||
obj.Pos, _ = g.findFloor(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
|
||||
}
|
||||
// treasureRoom adds a treasure room (new_level.c treas_room).
|
||||
func (g *RogueGame) treasureRoom() {
|
||||
rp := &g.Level.Rooms[g.randomRoom()]
|
||||
|
||||
spots := min((rp.Max.Y-2)*(rp.Max.X-2)-minTreas, maxTreas-minTreas)
|
||||
|
||||
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.AddObject(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
|
||||
}
|
||||
nm := max(g.rnd(spots)+minTreas, 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 {
|
||||
@@ -155,5 +158,6 @@ func (g *RogueGame) treasRoom() {
|
||||
g.givePack(tp)
|
||||
}
|
||||
}
|
||||
|
||||
g.Depth--
|
||||
}
|
||||
|
||||
@@ -7,24 +7,30 @@ import (
|
||||
|
||||
func genLevel(t *testing.T, seed int32) *RogueGame {
|
||||
t.Helper()
|
||||
g := NewGame(Config{Seed: seed})
|
||||
|
||||
g := New(Params{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++ {
|
||||
|
||||
for y := range NumLines {
|
||||
for x := range NumCols {
|
||||
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()
|
||||
}
|
||||
|
||||
@@ -32,78 +38,117 @@ 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)
|
||||
checkHeroPlacement(t, g, seed)
|
||||
checkRoomsDrawn(t, g, seed)
|
||||
checkMonstersPlaced(t, g, seed)
|
||||
checkObjectsPlaced(t, g, seed)
|
||||
checkStartingKit(t, g, seed)
|
||||
}
|
||||
}
|
||||
|
||||
// checkHeroPlacement verifies the staircase and hero landed on valid,
|
||||
// unoccupied cells.
|
||||
func checkHeroPlacement(t *testing.T, g *RogueGame, seed int32) {
|
||||
t.Helper()
|
||||
|
||||
// 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)
|
||||
}
|
||||
}
|
||||
|
||||
// checkRoomsDrawn verifies rooms and floor/passages appear on the map.
|
||||
func checkRoomsDrawn(t *testing.T, g *RogueGame, seed int32) {
|
||||
t.Helper()
|
||||
|
||||
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)
|
||||
}
|
||||
}
|
||||
|
||||
// checkMonstersPlaced verifies every monster is indexed on the map and
|
||||
// placed in a room.
|
||||
func checkMonstersPlaced(t *testing.T, g *RogueGame, seed int32) {
|
||||
t.Helper()
|
||||
|
||||
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)
|
||||
}
|
||||
|
||||
// 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)
|
||||
if mon.Room == nil {
|
||||
t.Errorf("seed %d: monster %c has no room", seed, mon.Type)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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)
|
||||
}
|
||||
// checkObjectsPlaced verifies every level object sits on a cell
|
||||
// displaying its type (items can share cells only with monsters standing
|
||||
// on them).
|
||||
func checkObjectsPlaced(t *testing.T, g *RogueGame, seed int32) {
|
||||
t.Helper()
|
||||
|
||||
// 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)
|
||||
}
|
||||
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)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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)
|
||||
}
|
||||
}
|
||||
// checkStartingKit verifies the player has her starting kit: food, armor,
|
||||
// mace, bow, arrows.
|
||||
func checkStartingKit(t *testing.T, g *RogueGame, seed int32) {
|
||||
t.Helper()
|
||||
|
||||
// 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)
|
||||
}
|
||||
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")
|
||||
@@ -114,10 +159,11 @@ func TestNewLevelDeterministic(t *testing.T) {
|
||||
// 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})
|
||||
g := New(Params{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)
|
||||
|
||||
106
game/object.go
106
game/object.go
@@ -5,6 +5,7 @@ package game
|
||||
// category (ObjectKind) from its display character (Glyph).
|
||||
type ObjectKind int
|
||||
|
||||
// Item categories.
|
||||
const (
|
||||
KindNone ObjectKind = iota
|
||||
KindPotion
|
||||
@@ -25,35 +26,49 @@ const (
|
||||
KindRingOrStick ObjectKind = -2
|
||||
)
|
||||
|
||||
// kindGlyphs maps each kind to the character Rogue draws for it.
|
||||
var kindGlyphs = [...]byte{
|
||||
KindNone: ' ',
|
||||
KindPotion: Potion,
|
||||
KindScroll: Scroll,
|
||||
KindFood: Food,
|
||||
KindWeapon: Weapon,
|
||||
KindArmor: Armor,
|
||||
KindRing: Ring,
|
||||
KindWand: Stick,
|
||||
KindAmulet: Amulet,
|
||||
KindGold: Gold,
|
||||
}
|
||||
// Category words shared by ObjectKind.String, the discovery list, and the
|
||||
// ident table. (The bare identifiers Potion, Scroll, Ring, Gold are the
|
||||
// glyph byte constants.)
|
||||
const (
|
||||
potionName = "potion"
|
||||
scrollName = "scroll"
|
||||
ringName = "ring"
|
||||
goldName = "gold"
|
||||
)
|
||||
|
||||
// Glyph returns the map/display character for this kind of object.
|
||||
func (k ObjectKind) Glyph() byte {
|
||||
if k < 0 || int(k) >= len(kindGlyphs) {
|
||||
return ' '
|
||||
switch k {
|
||||
case KindPotion:
|
||||
return Potion
|
||||
case KindScroll:
|
||||
return Scroll
|
||||
case KindFood:
|
||||
return Food
|
||||
case KindWeapon:
|
||||
return Weapon
|
||||
case KindArmor:
|
||||
return Armor
|
||||
case KindRing:
|
||||
return Ring
|
||||
case KindWand:
|
||||
return Stick
|
||||
case KindAmulet:
|
||||
return Amulet
|
||||
case KindGold:
|
||||
return Gold
|
||||
}
|
||||
return kindGlyphs[k]
|
||||
|
||||
return ' '
|
||||
}
|
||||
|
||||
// String names the category the way the C type_name() did.
|
||||
func (k ObjectKind) String() string {
|
||||
switch k {
|
||||
case KindPotion:
|
||||
return "potion"
|
||||
return potionName
|
||||
case KindScroll:
|
||||
return "scroll"
|
||||
return scrollName
|
||||
case KindFood:
|
||||
return "food"
|
||||
case KindWeapon:
|
||||
@@ -61,27 +76,36 @@ func (k ObjectKind) String() string {
|
||||
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 ringName
|
||||
default:
|
||||
return k.stringRest()
|
||||
}
|
||||
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)
|
||||
}
|
||||
switch ch {
|
||||
case Potion:
|
||||
return KindPotion
|
||||
case Scroll:
|
||||
return KindScroll
|
||||
case Food:
|
||||
return KindFood
|
||||
case Weapon:
|
||||
return KindWeapon
|
||||
case Armor:
|
||||
return KindArmor
|
||||
case Ring:
|
||||
return KindRing
|
||||
case Stick:
|
||||
return KindWand
|
||||
case Amulet:
|
||||
return KindAmulet
|
||||
case Gold:
|
||||
return KindGold
|
||||
}
|
||||
|
||||
return KindNone
|
||||
}
|
||||
|
||||
@@ -91,6 +115,23 @@ func (k ObjectKind) MergesInPack() bool {
|
||||
return k == KindPotion || k == KindScroll || k == KindFood
|
||||
}
|
||||
|
||||
// stringRest names the remaining kinds, including the ring-or-stick
|
||||
// prompt pseudo-kind (the tail of the C type_name switch).
|
||||
func (k ObjectKind) stringRest() string {
|
||||
switch k {
|
||||
case KindWand:
|
||||
return "wand or staff"
|
||||
case KindAmulet:
|
||||
return "amulet"
|
||||
case KindGold:
|
||||
return goldName
|
||||
case KindRingOrStick:
|
||||
return "ring, wand or staff"
|
||||
}
|
||||
|
||||
return "bizarre thing"
|
||||
}
|
||||
|
||||
// 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 {
|
||||
@@ -148,6 +189,7 @@ func detachObj(list *[]*Object, item *Object) {
|
||||
for i, o := range *list {
|
||||
if o == item {
|
||||
*list = append((*list)[:i], (*list)[i+1:]...)
|
||||
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
282
game/options.go
282
game/options.go
@@ -28,6 +28,7 @@ type optDesc struct {
|
||||
// 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},
|
||||
@@ -46,6 +47,7 @@ func (g *RogueGame) optList() []optDesc {
|
||||
func (g *RogueGame) option() {
|
||||
hw := g.scr.Hw
|
||||
optlist := g.optList()
|
||||
|
||||
hw.Clear()
|
||||
// Display current values of options
|
||||
for i := range optlist {
|
||||
@@ -56,9 +58,11 @@ func (g *RogueGame) option() {
|
||||
}
|
||||
// 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 {
|
||||
@@ -70,6 +74,7 @@ func (g *RogueGame) option() {
|
||||
i -= 2
|
||||
} else { // trying to back up beyond the top
|
||||
hw.Move(0, 0)
|
||||
|
||||
i--
|
||||
}
|
||||
}
|
||||
@@ -84,18 +89,19 @@ func (g *RogueGame) option() {
|
||||
|
||||
// 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)
|
||||
g.scr.Hw.Printwf("%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])
|
||||
hw.AddStr(g.data.invTName[*op.intP])
|
||||
case optStr:
|
||||
hw.AddStr(*op.strP)
|
||||
}
|
||||
@@ -105,6 +111,7 @@ func boolStr(b bool) string {
|
||||
if b {
|
||||
return "True"
|
||||
}
|
||||
|
||||
return "False"
|
||||
}
|
||||
|
||||
@@ -129,9 +136,11 @@ 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
|
||||
@@ -145,13 +154,17 @@ func (g *RogueGame) getBool(bp *bool) int {
|
||||
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
|
||||
}
|
||||
|
||||
@@ -159,10 +172,12 @@ func (g *RogueGame) getBool(bp *bool) int {
|
||||
// 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
|
||||
@@ -172,6 +187,7 @@ func (g *RogueGame) getSf(bp *bool) int {
|
||||
g.look(false)
|
||||
}
|
||||
}
|
||||
|
||||
return Norm
|
||||
}
|
||||
|
||||
@@ -183,57 +199,36 @@ func (g *RogueGame) getStr(opt *string, win *Window) int {
|
||||
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
|
||||
var (
|
||||
buf []byte
|
||||
c byte
|
||||
)
|
||||
for {
|
||||
c = g.readchar()
|
||||
if c == '\n' || c == '\r' || c == Escape {
|
||||
if endsInput(c) || (len(buf) == 0 && c == '-' && !onStd) {
|
||||
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)
|
||||
|
||||
buf = g.getStrEdit(win, buf, c, oy, ox)
|
||||
}
|
||||
|
||||
if len(buf) > 0 { // only change option if something has been typed
|
||||
*opt = strucpy(string(buf))
|
||||
}
|
||||
win.MvPrintw(oy, ox, "%s\n", *opt)
|
||||
|
||||
win.MvPrintwf(oy, ox, "%s\n", *opt)
|
||||
g.scr.RefreshWin(win)
|
||||
|
||||
if onStd {
|
||||
g.Msgs.Mpos += len(buf)
|
||||
}
|
||||
|
||||
return getStrResult(c)
|
||||
}
|
||||
|
||||
// getStrResult maps the terminating key to the C return code (options.c
|
||||
// get_str).
|
||||
func getStrResult(c byte) int {
|
||||
switch c {
|
||||
case '-':
|
||||
return Minus
|
||||
@@ -244,12 +239,59 @@ func (g *RogueGame) getStr(opt *string, win *Window) int {
|
||||
}
|
||||
}
|
||||
|
||||
// endsInput reports the keys that finish line input (options.c get_str).
|
||||
func endsInput(c byte) bool {
|
||||
return c == '\n' || c == '\r' || c == Escape
|
||||
}
|
||||
|
||||
// getStrErase deletes the last character of the buffer (options.c
|
||||
// get_str).
|
||||
func getStrErase(win *Window, buf []byte, oy, ox int) []byte {
|
||||
if len(buf) > 0 {
|
||||
buf = buf[:len(buf)-1]
|
||||
win.Move(oy, ox+len(displayStr(buf)))
|
||||
}
|
||||
|
||||
win.Clrtoeol()
|
||||
|
||||
return buf
|
||||
}
|
||||
|
||||
// getStrEdit applies one key to the line editor's buffer: erase, kill,
|
||||
// home expansion, or a typed character (options.c get_str).
|
||||
func (g *RogueGame) getStrEdit(win *Window, buf []byte, c byte, oy, ox int) []byte {
|
||||
switch {
|
||||
case c == 8 || c == 0x7f:
|
||||
buf = getStrErase(win, buf, oy, ox)
|
||||
case c == CTRL('U'): // kill character
|
||||
buf = buf[:0]
|
||||
|
||||
win.Move(oy, ox)
|
||||
win.Clrtoeol()
|
||||
case len(buf) == 0 && c == '~':
|
||||
buf = append(buf, g.Home...)
|
||||
win.AddStr(g.Home)
|
||||
win.Clrtoeol()
|
||||
case len(buf) >= MaxInp || (!isPrint(c) && c != ' '):
|
||||
return buf // C beeps here
|
||||
default:
|
||||
buf = append(buf, c)
|
||||
win.AddStr(unctrl(c))
|
||||
win.Clrtoeol()
|
||||
}
|
||||
|
||||
g.scr.RefreshWin(win)
|
||||
|
||||
return buf
|
||||
}
|
||||
|
||||
// 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()
|
||||
}
|
||||
|
||||
@@ -257,10 +299,12 @@ func displayStr(buf []byte) string {
|
||||
func (g *RogueGame) getInvT(ip *int) int {
|
||||
win := g.scr.Hw
|
||||
oy, ox := win.GetYX()
|
||||
win.AddStr(invTName[*ip])
|
||||
win.AddStr(g.data.invTName[*ip])
|
||||
|
||||
for {
|
||||
win.Move(oy, ox)
|
||||
g.scr.RefreshWin(win)
|
||||
|
||||
switch g.readchar() {
|
||||
case 'o', 'O':
|
||||
*ip = InvOver
|
||||
@@ -276,11 +320,15 @@ func (g *RogueGame) getInvT(ip *int) int {
|
||||
default:
|
||||
win.Move(oy, ox+15)
|
||||
win.AddStr("(O, S, or C)")
|
||||
|
||||
continue
|
||||
}
|
||||
|
||||
break
|
||||
}
|
||||
win.MvPrintw(oy, ox, "%s\n", invTName[*ip])
|
||||
|
||||
win.MvPrintwf(oy, ox, "%s\n", g.data.invTName[*ip])
|
||||
|
||||
return Norm
|
||||
}
|
||||
|
||||
@@ -289,87 +337,121 @@ func (g *RogueGame) getInvT(ip *int) int {
|
||||
// "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
|
||||
|
||||
rest := g.parseOptName(optlist, str[:i], str[i:])
|
||||
// skip to start of next option name
|
||||
for rest != "" && !isAlpha(rest[0]) {
|
||||
rest = rest[1:]
|
||||
}
|
||||
|
||||
str = rest
|
||||
}
|
||||
}
|
||||
|
||||
// parseOptName applies one named option, returning the unconsumed
|
||||
// remainder: "name" turns a boolean on, "noname" turns it off, and
|
||||
// string options consume a value (the option scan of options.c
|
||||
// parse_opts).
|
||||
func (g *RogueGame) parseOptName(optlist []optDesc, name, rest string) string {
|
||||
for oi := range optlist {
|
||||
op := &optlist[oi]
|
||||
|
||||
isBoolOpt := op.kind == optBool || op.kind == optSeeFloor
|
||||
if strings.HasPrefix(op.name, name) && name != "" {
|
||||
if isBoolOpt {
|
||||
*op.boolP = true
|
||||
|
||||
return rest
|
||||
}
|
||||
|
||||
return g.parseOptValue(op, rest)
|
||||
}
|
||||
|
||||
if isBoolOpt && strings.HasPrefix(name, "no") &&
|
||||
strings.HasPrefix(op.name, name[2:]) {
|
||||
*op.boolP = false
|
||||
|
||||
return rest
|
||||
}
|
||||
}
|
||||
|
||||
return rest
|
||||
}
|
||||
|
||||
// parseOptValue consumes an option's "=value" from rest, storing it,
|
||||
// and returns the remainder (the string arm of options.c parse_opts).
|
||||
func (g *RogueGame) parseOptValue(op *optDesc, rest string) string {
|
||||
// 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]
|
||||
|
||||
if op.kind == optInvT {
|
||||
g.parseInvType(op, word)
|
||||
} else {
|
||||
*op.strP = prefix + strucpy(word)
|
||||
}
|
||||
|
||||
return val[end:]
|
||||
}
|
||||
|
||||
// parseInvType matches an inventory-style name by prefix (options.c
|
||||
// parse_opts).
|
||||
func (g *RogueGame) parseInvType(op *optDesc, word string) {
|
||||
// check for type of inventory
|
||||
if word != "" {
|
||||
word = string(toUpper(word[0])) + word[1:]
|
||||
}
|
||||
|
||||
for ti, tn := range g.data.invTName {
|
||||
if strings.HasPrefix(tn, word) {
|
||||
*op.intP = ti
|
||||
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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++ {
|
||||
|
||||
for i := range len(s) {
|
||||
if isPrint(s[i]) || s[i] == ' ' {
|
||||
sb.WriteByte(s[i])
|
||||
}
|
||||
}
|
||||
|
||||
return sb.String()
|
||||
}
|
||||
|
||||
449
game/pack.go
449
game/pack.go
@@ -7,98 +7,23 @@ package game
|
||||
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 {
|
||||
if obj = g.Level.ObjectAt(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")
|
||||
if g.pickupScareScroll(obj) {
|
||||
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, ok := g.packInsert(obj, fromFloor)
|
||||
if !ok {
|
||||
return
|
||||
}
|
||||
|
||||
obj.Flags.Set(WasFound)
|
||||
@@ -117,119 +42,260 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
|
||||
// Notify the user
|
||||
if !silent {
|
||||
if !g.Options.Terse {
|
||||
g.addmsg("you now have ")
|
||||
g.addmsgf("you now have ")
|
||||
}
|
||||
g.msg("%s (%c)", g.invName(obj, !g.Options.Terse), obj.PackCh)
|
||||
|
||||
g.msg("%s (%c)", g.inventoryName(obj, !g.Options.Terse), obj.PackCh)
|
||||
}
|
||||
}
|
||||
|
||||
// pickupScareScroll crumbles a found scare monster scroll when it is
|
||||
// picked up again; it reports whether it did (pack.c add_pack).
|
||||
func (g *RogueGame) pickupScareScroll(obj *Object) bool {
|
||||
if obj.Kind != KindScroll || obj.ScrollKind() != ScrollScareMonster ||
|
||||
!obj.Flags.Has(WasFound) {
|
||||
return false
|
||||
}
|
||||
|
||||
p := &g.Player
|
||||
|
||||
g.Level.RemoveObject(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 true
|
||||
}
|
||||
|
||||
// packInsert places the object in the pack, keeping items of one type
|
||||
// together and merging stackable and grouped items — a translation of
|
||||
// the C linked-list walk in pack.c add_pack. It returns the pack entry
|
||||
// the object ended up as; ok is false when the pack has no room.
|
||||
func (g *RogueGame) packInsert(obj *Object, fromFloor bool) (*Object, bool) {
|
||||
p := &g.Player
|
||||
if len(p.Pack) == 0 {
|
||||
p.Pack = append(p.Pack, obj)
|
||||
obj.PackCh = p.nextPackChar()
|
||||
p.Inpack++
|
||||
|
||||
return obj, true
|
||||
}
|
||||
|
||||
merged := false
|
||||
|
||||
// lp is the index to insert after; -1 after a merge means no
|
||||
// insertion.
|
||||
i, lp := packScanKind(p.Pack, obj.Kind)
|
||||
if i < len(p.Pack) {
|
||||
i, lp = packScanWhich(p.Pack, obj, i, lp)
|
||||
|
||||
if op := p.Pack[i]; op.Kind == obj.Kind && op.Which == obj.Which {
|
||||
var ok bool
|
||||
|
||||
obj, lp, merged, ok = g.packMatch(obj, op, i, fromFloor)
|
||||
if !ok {
|
||||
return nil, false
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if !merged && lp != -1 {
|
||||
if !g.packRoom(fromFloor, obj) {
|
||||
return nil, false
|
||||
}
|
||||
|
||||
obj.PackCh = p.nextPackChar()
|
||||
p.Pack = append(p.Pack[:lp+1],
|
||||
append([]*Object{obj}, p.Pack[lp+1:]...)...)
|
||||
}
|
||||
|
||||
return obj, true
|
||||
}
|
||||
|
||||
// packScanKind scans to the first pack entry of this kind, returning
|
||||
// its index (or the pack length) and the entry to insert after (the
|
||||
// outer scan of pack.c add_pack).
|
||||
func packScanKind(pack []*Object, kind ObjectKind) (int, int) {
|
||||
lp := -1
|
||||
|
||||
i := 0
|
||||
for ; i < len(pack); i++ {
|
||||
if pack[i].Kind == kind {
|
||||
break
|
||||
}
|
||||
|
||||
lp = i
|
||||
}
|
||||
|
||||
return i, lp
|
||||
}
|
||||
|
||||
// packScanWhich scans within the kind group for the matching subtype
|
||||
// (the inner scan of pack.c add_pack).
|
||||
func packScanWhich(pack []*Object, obj *Object, i, lp int) (int, int) {
|
||||
for pack[i].Kind == obj.Kind && pack[i].Which != obj.Which {
|
||||
lp = i
|
||||
if i+1 >= len(pack) {
|
||||
break
|
||||
}
|
||||
|
||||
i++
|
||||
}
|
||||
|
||||
return i, lp
|
||||
}
|
||||
|
||||
// packMatch merges the object with a matching pack entry when possible:
|
||||
// stackables merge counts, grouped missiles rejoin their bundle, and
|
||||
// anything else marks the insertion point (the matched-subtype switch
|
||||
// of pack.c add_pack). It returns the resulting entry, the insert-after
|
||||
// index, whether a merge happened, and ok false when the pack is full.
|
||||
func (g *RogueGame) packMatch(obj, op *Object, i int, fromFloor bool) (*Object, int, bool, bool) {
|
||||
switch {
|
||||
case op.Kind.MergesInPack():
|
||||
if !g.packRoom(fromFloor, obj) {
|
||||
return nil, 0, false, false
|
||||
}
|
||||
|
||||
op.Count++
|
||||
|
||||
return op, -1, true, true
|
||||
case obj.Group != 0:
|
||||
return g.packMatchGroup(obj, i, fromFloor)
|
||||
default:
|
||||
return obj, i, false, true
|
||||
}
|
||||
}
|
||||
|
||||
// packMatchGroup rejoins a grouped missile bundle with its group entry
|
||||
// (the o_group arm of pack.c add_pack).
|
||||
func (g *RogueGame) packMatchGroup(obj *Object, i int, fromFloor bool) (*Object, int, bool, bool) {
|
||||
p := &g.Player
|
||||
|
||||
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 nil, 0, false, false
|
||||
}
|
||||
|
||||
return op, -1, true, true
|
||||
}
|
||||
|
||||
return obj, lp, false, true
|
||||
}
|
||||
|
||||
// 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.addmsgf("there's ")
|
||||
}
|
||||
g.addmsg("no room")
|
||||
|
||||
g.addmsgf("no room")
|
||||
|
||||
if !g.Options.Terse {
|
||||
g.addmsg(" in your pack")
|
||||
g.addmsgf(" in your pack")
|
||||
}
|
||||
|
||||
g.endmsg()
|
||||
|
||||
if fromFloor {
|
||||
g.moveMsg(obj)
|
||||
}
|
||||
|
||||
p.Inpack = MaxPack
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
if fromFloor {
|
||||
detachObj(&g.Level.Objects, obj)
|
||||
g.Level.RemoveObject(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).
|
||||
// leavePack takes an item out of the pack (pack.c leave_pack), keeping
|
||||
// the repeat-command bookkeeping; the pack surgery is
|
||||
// Player.removeFromPack.
|
||||
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
|
||||
return g.Player.removeFromPack(obj, newobj, all)
|
||||
}
|
||||
|
||||
// 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)) {
|
||||
if !matchesFilter(kind, item) {
|
||||
continue
|
||||
}
|
||||
|
||||
g.NObjs++
|
||||
g.Msgs.MsgEsc = true
|
||||
line := string(item.PackCh) + ") " + g.invName(item, false)
|
||||
|
||||
line := string(item.PackCh) + ") " + g.inventoryName(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")
|
||||
}
|
||||
if kind == KindNone {
|
||||
g.msg("%s", g.chooseTerse("empty handed", "you are empty handed"))
|
||||
} else {
|
||||
if kind == KindNone {
|
||||
g.msg("you are empty handed")
|
||||
} else {
|
||||
g.msg("you don't have anything appropriate")
|
||||
}
|
||||
g.msg("%s", g.chooseTerse("nothing appropriate",
|
||||
"you don't have anything appropriate"))
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
g.endLine()
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
@@ -240,31 +306,53 @@ func (g *RogueGame) pickUp(ch byte) {
|
||||
return
|
||||
}
|
||||
|
||||
obj := g.findObj(p.Pos.Y, p.Pos.X)
|
||||
obj := g.Level.ObjectAt(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)
|
||||
g.Level.RemoveObject(obj)
|
||||
|
||||
p.Room.GoldVal = 0
|
||||
default:
|
||||
g.addPack(nil, false)
|
||||
}
|
||||
}
|
||||
|
||||
// matchesFilter reports whether an item passes a get_item/inventory kind
|
||||
// filter (the C condition in pack.c inventory, untangled): KindNone takes
|
||||
// everything, KindCallable takes anything nameable (not food, not the
|
||||
// amulet), KindRingOrStick takes rings and wands.
|
||||
func matchesFilter(kind ObjectKind, item *Object) bool {
|
||||
switch kind {
|
||||
case KindNone:
|
||||
return true
|
||||
case KindCallable:
|
||||
return item.Kind != KindFood && item.Kind != KindAmulet
|
||||
case KindRingOrStick:
|
||||
return item.Kind == KindRing || item.Kind == KindWand
|
||||
default:
|
||||
return item.Kind == kind
|
||||
}
|
||||
}
|
||||
|
||||
// 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.addmsgf("you ")
|
||||
}
|
||||
g.msg("moved onto %s", g.invName(obj, true))
|
||||
|
||||
g.msg("moved onto %s", g.inventoryName(obj, true))
|
||||
}
|
||||
|
||||
// pickyInven allows the player to inventory a single item (pack.c
|
||||
@@ -273,51 +361,55 @@ 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))
|
||||
g.msg("a) %s", g.inventoryName(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))
|
||||
g.msg("%c) %s", mch, g.inventoryName(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 {
|
||||
// promptPackItem picks something out of a pack for a purpose (pack.c
|
||||
// get_item); the second result reports whether the player chose an
|
||||
// item.
|
||||
func (g *RogueGame) promptPackItem(purpose string, kind ObjectKind) (*Object, bool) {
|
||||
p := &g.Player
|
||||
if len(p.Pack) == 0 {
|
||||
g.msg("you aren't carrying anything")
|
||||
return nil
|
||||
|
||||
return nil, false
|
||||
}
|
||||
|
||||
if g.Again {
|
||||
if g.LastPick != nil {
|
||||
return g.LastPick
|
||||
}
|
||||
g.msg("you ran out")
|
||||
return nil
|
||||
return g.repeatLastItem()
|
||||
}
|
||||
|
||||
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): ")
|
||||
g.promptItemPurpose(purpose)
|
||||
|
||||
ch := g.readchar()
|
||||
g.Msgs.Mpos = 0
|
||||
// Give the poor player a chance to abort the command
|
||||
@@ -325,40 +417,77 @@ func (g *RogueGame) getItem(purpose string, kind ObjectKind) *Object {
|
||||
g.resetLast()
|
||||
g.After = false
|
||||
g.msg("")
|
||||
return nil
|
||||
|
||||
return nil, false
|
||||
}
|
||||
|
||||
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
|
||||
|
||||
return nil, false
|
||||
}
|
||||
|
||||
continue
|
||||
}
|
||||
|
||||
for _, obj := range p.Pack {
|
||||
if obj.PackCh == ch {
|
||||
return obj
|
||||
return obj, true
|
||||
}
|
||||
}
|
||||
|
||||
g.msg("'%s' is not a valid item", unctrl(ch))
|
||||
}
|
||||
}
|
||||
|
||||
// repeatLastItem replays the previous selection for the repeat command
|
||||
// (pack.c get_item).
|
||||
func (g *RogueGame) repeatLastItem() (*Object, bool) {
|
||||
if g.LastPick != nil {
|
||||
return g.LastPick, true
|
||||
}
|
||||
|
||||
g.msg("you ran out")
|
||||
|
||||
return nil, false
|
||||
}
|
||||
|
||||
// promptItemPurpose prints the "which object do you want to ...?"
|
||||
// prompt (pack.c get_item).
|
||||
func (g *RogueGame) promptItemPurpose(purpose string) {
|
||||
if !g.Options.Terse {
|
||||
g.addmsgf("which object do you want to ")
|
||||
}
|
||||
|
||||
g.addmsgf("%s", purpose)
|
||||
|
||||
if g.Options.Terse {
|
||||
g.addmsgf(" what")
|
||||
}
|
||||
|
||||
g.msg("? (* for list): ")
|
||||
}
|
||||
|
||||
// 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.addmsgf("you found ")
|
||||
}
|
||||
|
||||
g.msg("%d gold pieces", value)
|
||||
}
|
||||
}
|
||||
@@ -369,9 +498,11 @@ func (g *RogueGame) floorCh() byte {
|
||||
if g.Player.Room.Flags.Has(Gone) {
|
||||
return Passage
|
||||
}
|
||||
|
||||
if g.showFloor() {
|
||||
return Floor
|
||||
}
|
||||
|
||||
return ' '
|
||||
}
|
||||
|
||||
@@ -382,6 +513,7 @@ func (g *RogueGame) floorAt() byte {
|
||||
if ch == Floor {
|
||||
ch = g.floorCh()
|
||||
}
|
||||
|
||||
return ch
|
||||
}
|
||||
|
||||
@@ -398,5 +530,6 @@ func (g *RogueGame) chooseTerse(terse, verbose string) string {
|
||||
if g.Options.Terse {
|
||||
return terse
|
||||
}
|
||||
|
||||
return verbose
|
||||
}
|
||||
|
||||
463
game/passages.go
463
game/passages.go
@@ -2,221 +2,269 @@ 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
|
||||
// digPassages draws all the passages on a level (passages.c do_passages).
|
||||
func (g *RogueGame) digPassages() {
|
||||
var (
|
||||
isconn [MaxRooms][MaxRooms]bool
|
||||
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 {
|
||||
|
||||
for roomcount < MaxRooms {
|
||||
// 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
|
||||
r2 := g.pickNeighbor(r1, func(i int) bool { return !ingraph[i] })
|
||||
if r2 < 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
|
||||
|
||||
continue
|
||||
}
|
||||
// otherwise, connect new room to the graph, and draw a tunnel
|
||||
// to it
|
||||
ingraph[r2] = true
|
||||
g.connectRooms(r1, r2)
|
||||
isconn[r1][r2] = true
|
||||
isconn[r2][r1] = true
|
||||
roomcount++
|
||||
}
|
||||
|
||||
// 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)
|
||||
// find an adjacent room not already connected; if there is one,
|
||||
// connect it and look for the next added passage
|
||||
r2 := g.pickNeighbor(r1, func(i int) bool { return !isconn[r1][i] })
|
||||
if r2 >= 0 {
|
||||
g.connectRooms(r1, r2)
|
||||
isconn[r1][r2] = true
|
||||
isconn[r2][r1] = true
|
||||
}
|
||||
}
|
||||
g.passnum()
|
||||
|
||||
g.numberPassages()
|
||||
}
|
||||
|
||||
// conn draws a corridor from a room in a certain direction (passages.c
|
||||
// conn).
|
||||
func (g *RogueGame) conn(r1, r2 int) {
|
||||
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'
|
||||
// pickNeighbor reservoir-picks an adjacent room for which ok holds, or
|
||||
// -1 when there is none (passages.c do_passages).
|
||||
func (g *RogueGame) pickNeighbor(r1 int, ok func(int) bool) int {
|
||||
j := 0
|
||||
r2 := -1
|
||||
|
||||
for i := range MaxRooms {
|
||||
if g.data.rdesConn[r1][i] && ok(i) {
|
||||
if j++; g.rnd(j) == 0 {
|
||||
r2 = i
|
||||
}
|
||||
}
|
||||
}
|
||||
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
|
||||
return r2
|
||||
}
|
||||
|
||||
// corridorPlan is the movement setup connectRooms computes before it
|
||||
// digs (the local variables of passages.c conn).
|
||||
type corridorPlan struct {
|
||||
rpf, rpt *Room // the rooms being joined
|
||||
del Coord // direction of move
|
||||
turnDelta Coord // direction to turn
|
||||
spos, epos Coord // start and end of move
|
||||
distance, turnDistance int // how far to move and to turn
|
||||
}
|
||||
|
||||
// connectRooms draws a corridor from a room in a certain direction
|
||||
// (passages.c conn).
|
||||
func (g *RogueGame) connectRooms(r1, r2 int) {
|
||||
rm, direc := connOrient(r1, r2)
|
||||
|
||||
var plan corridorPlan
|
||||
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)
|
||||
plan = g.connPlanDown(rm)
|
||||
} else {
|
||||
plan = g.connPlanRight(rm)
|
||||
}
|
||||
|
||||
turnSpot := g.rnd(distance-1) + 1 // where turn starts
|
||||
turnSpot := g.rnd(plan.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)
|
||||
g.connEnd(plan.rpf, plan.spos)
|
||||
g.connEnd(plan.rpt, plan.epos)
|
||||
|
||||
g.digCorridor(plan, turnSpot)
|
||||
}
|
||||
|
||||
// connOrient picks the upper-left room of the pair and the digging
|
||||
// direction: right for horizontal neighbors, down otherwise (passages.c
|
||||
// conn).
|
||||
func connOrient(r1, r2 int) (int, byte) {
|
||||
rm := min(r1, r2)
|
||||
if abs(r1-r2) == 1 {
|
||||
return rm, 'r'
|
||||
}
|
||||
|
||||
return rm, 'd'
|
||||
}
|
||||
|
||||
// connPlanDown sets up the movement variables for a corridor drawn
|
||||
// downward (passages.c conn).
|
||||
func (g *RogueGame) connPlanDown(rm int) corridorPlan {
|
||||
rpf := &g.Level.Rooms[rm]
|
||||
rpt := &g.Level.Rooms[rm+3] // room pointer of dest
|
||||
|
||||
plan := corridorPlan{
|
||||
rpf: rpf,
|
||||
rpt: rpt,
|
||||
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 {
|
||||
plan.spos.X = rpf.Pos.X + g.rnd(rpf.Max.X-2) + 1
|
||||
|
||||
plan.spos.Y = rpf.Pos.Y + rpf.Max.Y - 1
|
||||
if !rpf.Flags.Has(Maze) ||
|
||||
g.Level.FlagsAt(plan.spos.Y, plan.spos.X).Has(FPassage) {
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if !rpt.Flags.Has(Gone) {
|
||||
g.door(rpt, epos)
|
||||
} else {
|
||||
g.putpass(epos)
|
||||
for {
|
||||
plan.epos.X = rpt.Pos.X + g.rnd(rpt.Max.X-2) + 1
|
||||
if !rpt.Flags.Has(Maze) ||
|
||||
g.Level.FlagsAt(plan.epos.Y, plan.epos.X).Has(FPassage) {
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
// Get ready to move...
|
||||
curr := spos
|
||||
|
||||
plan.distance = abs(plan.spos.Y-plan.epos.Y) - 1 // distance to move
|
||||
|
||||
plan.turnDelta.Y = 0 // direction to turn
|
||||
if plan.spos.X < plan.epos.X {
|
||||
plan.turnDelta.X = 1
|
||||
} else {
|
||||
plan.turnDelta.X = -1
|
||||
}
|
||||
|
||||
plan.turnDistance = abs(plan.spos.X - plan.epos.X) // how far to turn
|
||||
|
||||
return plan
|
||||
}
|
||||
|
||||
// connPlanRight sets up the movement variables for a corridor drawn to
|
||||
// the right (passages.c conn).
|
||||
func (g *RogueGame) connPlanRight(rm int) corridorPlan {
|
||||
rpf := &g.Level.Rooms[rm]
|
||||
rpt := &g.Level.Rooms[rm+1]
|
||||
|
||||
plan := corridorPlan{
|
||||
rpf: rpf,
|
||||
rpt: rpt,
|
||||
del: Coord{X: 1, Y: 0},
|
||||
spos: rpf.Pos,
|
||||
epos: rpt.Pos,
|
||||
}
|
||||
|
||||
if !rpf.Flags.Has(Gone) {
|
||||
for {
|
||||
plan.spos.X = rpf.Pos.X + rpf.Max.X - 1
|
||||
|
||||
plan.spos.Y = rpf.Pos.Y + g.rnd(rpf.Max.Y-2) + 1
|
||||
if !rpf.Flags.Has(Maze) ||
|
||||
g.Level.FlagsAt(plan.spos.Y, plan.spos.X).Has(FPassage) {
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if !rpt.Flags.Has(Gone) {
|
||||
for {
|
||||
plan.epos.Y = rpt.Pos.Y + g.rnd(rpt.Max.Y-2) + 1
|
||||
if !rpt.Flags.Has(Maze) ||
|
||||
g.Level.FlagsAt(plan.epos.Y, plan.epos.X).Has(FPassage) {
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
plan.distance = abs(plan.spos.X-plan.epos.X) - 1
|
||||
if plan.spos.Y < plan.epos.Y {
|
||||
plan.turnDelta.Y = 1
|
||||
} else {
|
||||
plan.turnDelta.Y = -1
|
||||
}
|
||||
|
||||
plan.turnDelta.X = 0
|
||||
plan.turnDistance = abs(plan.spos.Y - plan.epos.Y)
|
||||
|
||||
return plan
|
||||
}
|
||||
|
||||
// connEnd draws a corridor end: a door on a real room, a passage square
|
||||
// on a gone one (passages.c conn).
|
||||
func (g *RogueGame) connEnd(rp *Room, pos Coord) {
|
||||
if !rp.Flags.Has(Gone) {
|
||||
g.door(rp, pos)
|
||||
} else {
|
||||
g.putPassage(pos)
|
||||
}
|
||||
}
|
||||
|
||||
// digCorridor digs from spos to epos, turning at turnSpot (the digging
|
||||
// loop of passages.c conn).
|
||||
func (g *RogueGame) digCorridor(plan corridorPlan, turnSpot int) {
|
||||
curr := plan.spos
|
||||
distance := plan.distance
|
||||
turnDistance := plan.turnDistance
|
||||
|
||||
for distance > 0 {
|
||||
// Move to new position
|
||||
curr.X += del.X
|
||||
curr.Y += del.Y
|
||||
curr.X += plan.del.X
|
||||
curr.Y += plan.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
|
||||
g.putPassage(curr)
|
||||
curr.X += plan.turnDelta.X
|
||||
curr.Y += plan.turnDelta.Y
|
||||
}
|
||||
}
|
||||
// Continue digging along
|
||||
g.putpass(curr)
|
||||
g.putPassage(curr)
|
||||
|
||||
distance--
|
||||
}
|
||||
curr.X += del.X
|
||||
curr.Y += del.Y
|
||||
if curr != epos {
|
||||
|
||||
curr.X += plan.del.X
|
||||
|
||||
curr.Y += plan.del.Y
|
||||
if curr != plan.epos {
|
||||
g.msg("warning, connectivity problem on this level")
|
||||
}
|
||||
}
|
||||
|
||||
// putpass adds a passage character or secret passage here (passages.c
|
||||
// putPassage adds a passage character or secret passage here (passages.c
|
||||
// putpass).
|
||||
func (g *RogueGame) putpass(cp Coord) {
|
||||
func (g *RogueGame) putPassage(cp Coord) {
|
||||
pp := g.Level.At(cp.Y, cp.X)
|
||||
pp.Flags.Set(FPassage)
|
||||
|
||||
if g.rnd(10)+1 < g.Depth && g.rnd(40) == 0 {
|
||||
pp.Flags.Clear(FReal)
|
||||
} else {
|
||||
@@ -240,6 +288,7 @@ func (g *RogueGame) door(rm *Room, cp Coord) {
|
||||
} else {
|
||||
pp.Ch = '|'
|
||||
}
|
||||
|
||||
pp.Flags.Clear(FReal)
|
||||
} else {
|
||||
pp.Ch = Door
|
||||
@@ -250,79 +299,100 @@ func (g *RogueGame) door(rm *Room, cp Coord) {
|
||||
// (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()
|
||||
}
|
||||
}
|
||||
for x := range NumCols {
|
||||
g.addPassSpot(g.Level.At(y, x), y, x)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// passnum assigns a number to each passageway (passages.c passnum).
|
||||
func (g *RogueGame) passnum() {
|
||||
// addPassSpot shows one passage or door square for the wizard (the loop
|
||||
// body of passages.c add_pass).
|
||||
func (g *RogueGame) addPassSpot(pp *Place, y, x int) {
|
||||
if !pp.Flags.Has(FPassage) && !hiddenExit(pp.Flags, pp.Ch) {
|
||||
return
|
||||
}
|
||||
|
||||
ch := pp.Ch
|
||||
if pp.Flags.Has(FPassage) {
|
||||
ch = Passage
|
||||
}
|
||||
|
||||
pp.Flags.Set(FSeen)
|
||||
g.move(y, x)
|
||||
|
||||
switch {
|
||||
case pp.Monst != nil:
|
||||
pp.Monst.OldCh = pp.Ch
|
||||
case pp.Flags.Has(FReal):
|
||||
g.addch(ch)
|
||||
default:
|
||||
g.standout()
|
||||
|
||||
if pp.Flags.Has(FPassage) {
|
||||
g.addch(Passage)
|
||||
} else {
|
||||
g.addch(Door)
|
||||
}
|
||||
|
||||
g.standend()
|
||||
}
|
||||
}
|
||||
|
||||
// hiddenExit reports a door, or a secret door still drawn as a wall
|
||||
// (passages.c add_pass / numpass).
|
||||
func hiddenExit(fp PlaceFlags, ch byte) bool {
|
||||
return ch == Door || (!fp.Has(FReal) && (ch == '|' || ch == '-'))
|
||||
}
|
||||
|
||||
// numberPassages assigns a number to each passageway (passages.c passnum).
|
||||
func (g *RogueGame) numberPassages() {
|
||||
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)
|
||||
g.numberPassage(rp.Exits[j].Y, rp.Exits[j].X)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// numpass numbers a passageway square and its brethren (passages.c
|
||||
// numberPassage numbers a passageway square and its brethren (passages.c
|
||||
// numpass).
|
||||
func (g *RogueGame) numpass(y, x int) {
|
||||
func (g *RogueGame) numberPassage(y, x int) {
|
||||
if x >= NumCols || x < 0 || y >= NumLines || y <= 0 {
|
||||
return
|
||||
}
|
||||
|
||||
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 == '-')) {
|
||||
if hiddenExit(*fp, g.Level.Char(y, x)) {
|
||||
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)
|
||||
|
||||
*fp |= PlaceFlags(g.pnum) //nolint:gosec // G115: pnum < MaxPass=13
|
||||
// recurse on the surrounding places
|
||||
g.numpass(y+1, x)
|
||||
g.numpass(y-1, x)
|
||||
g.numpass(y, x+1)
|
||||
g.numpass(y, x-1)
|
||||
g.numberPassage(y+1, x)
|
||||
g.numberPassage(y-1, x)
|
||||
g.numberPassage(y, x+1)
|
||||
g.numberPassage(y, x-1)
|
||||
}
|
||||
|
||||
// abs is C abs() for ints.
|
||||
@@ -330,5 +400,6 @@ func abs(n int) int {
|
||||
if n < 0 {
|
||||
return -n
|
||||
}
|
||||
|
||||
return n
|
||||
}
|
||||
|
||||
389
game/potions.go
389
game/potions.go
@@ -13,185 +13,233 @@ type pact struct {
|
||||
straight string
|
||||
}
|
||||
|
||||
// pActions is potions.c p_actions[]. The P_SEEINVIS message is dynamic
|
||||
// (it names the fruit) and is computed in doPot.
|
||||
var pActions = [NumPotionTypes]pact{
|
||||
PotionConfusion: {Confused, DUnconfuse, HuhDuration,
|
||||
"what a tripy feeling!",
|
||||
"wait, what's going on here. Huh? What? Who?"},
|
||||
PotionLSD: {Hallucinating, DComeDown, SeeDuration,
|
||||
"Oh, wow! Everything seems so cosmic!",
|
||||
"Oh, wow! Everything seems so cosmic!"},
|
||||
PotionSeeInvisible: {CanSeeInvisible, DUnsee, SeeDuration, "", ""},
|
||||
PotionBlindness: {Blind, DSight, SeeDuration,
|
||||
"oh, bummer! Everything is dark! Help!",
|
||||
"a cloak of darkness falls around you"},
|
||||
PotionLevitation: {Levitating, DLand, HealTime,
|
||||
"oh, wow! You're floating in the air!",
|
||||
"you start to float in the air"},
|
||||
}
|
||||
|
||||
// quaff drinks a potion from the pack (potions.c quaff).
|
||||
func (g *RogueGame) quaff() {
|
||||
p := &g.Player
|
||||
obj := g.getItem("quaff", KindPotion)
|
||||
obj, ok := g.promptPackItem("quaff", KindPotion)
|
||||
// Make certain that it is something that we want to drink
|
||||
if obj == nil {
|
||||
if !ok {
|
||||
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)
|
||||
|
||||
if h := g.data.quaffHandlers[obj.PotionKind()]; h != nil {
|
||||
h(g, trip)
|
||||
}
|
||||
|
||||
g.status()
|
||||
// Throw the item away
|
||||
g.callIt(&g.Items.Potions[obj.Which])
|
||||
}
|
||||
|
||||
// The per-potion effect handlers, dispatched through
|
||||
// gameData.quaffHandlers. Each is one case of the C quaff switch.
|
||||
|
||||
func (g *RogueGame) quaffConfusion(trip bool) {
|
||||
g.applyPotionFuse(PotionConfusion, !trip)
|
||||
}
|
||||
|
||||
func (g *RogueGame) quaffPoison(bool) {
|
||||
g.Items.Potions[PotionPoison].Know = true
|
||||
if g.Player.IsWearing(RingSustainStrength) {
|
||||
g.msg("you feel momentarily sick")
|
||||
} else {
|
||||
g.changeStrength(-(g.rnd(3) + 1))
|
||||
g.msg("you feel very sick now")
|
||||
g.comeDown(0)
|
||||
}
|
||||
}
|
||||
|
||||
func (g *RogueGame) quaffHealing(bool) {
|
||||
p := &g.Player
|
||||
|
||||
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")
|
||||
}
|
||||
|
||||
func (g *RogueGame) quaffGainStrength(bool) {
|
||||
g.Items.Potions[PotionGainStrength].Know = true
|
||||
g.changeStrength(1)
|
||||
g.msg("you feel stronger, now. What bulging muscles!")
|
||||
}
|
||||
|
||||
func (g *RogueGame) quaffDetectMonsters(bool) {
|
||||
g.Player.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"))
|
||||
}
|
||||
}
|
||||
|
||||
func (g *RogueGame) quaffDetectMagic(bool) {
|
||||
// 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 g.isMagic(tp) {
|
||||
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 g.isMagic(tp) {
|
||||
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"))
|
||||
}
|
||||
}
|
||||
|
||||
func (g *RogueGame) quaffLSD(trip bool) {
|
||||
p := &g.Player
|
||||
if !trip {
|
||||
if p.On(SenseMonsters) {
|
||||
g.turnSee(false)
|
||||
}
|
||||
|
||||
g.StartDaemon(DVisuals, 0, Before)
|
||||
g.SeenStairs = g.seenStairs()
|
||||
}
|
||||
|
||||
g.applyPotionFuse(PotionLSD, true)
|
||||
}
|
||||
|
||||
func (g *RogueGame) quaffSeeInvisible(bool) {
|
||||
show := g.Player.On(CanSeeInvisible)
|
||||
|
||||
g.applyPotionFuse(PotionSeeInvisible, false)
|
||||
|
||||
if !show {
|
||||
g.invisOn()
|
||||
}
|
||||
|
||||
g.sight(0)
|
||||
}
|
||||
|
||||
func (g *RogueGame) quaffRaiseLevel(bool) {
|
||||
g.Items.Potions[PotionRaiseLevel].Know = true
|
||||
g.msg("you suddenly feel much more skillful")
|
||||
g.raiseLevel()
|
||||
}
|
||||
|
||||
func (g *RogueGame) quaffExtraHealing(bool) {
|
||||
p := &g.Player
|
||||
|
||||
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")
|
||||
}
|
||||
|
||||
func (g *RogueGame) quaffHaste(bool) {
|
||||
g.Items.Potions[PotionHaste].Know = true
|
||||
|
||||
g.After = false
|
||||
if g.addHaste(true) {
|
||||
g.msg("you feel yourself moving much faster")
|
||||
}
|
||||
}
|
||||
|
||||
func (g *RogueGame) quaffRestoreStrength(bool) {
|
||||
p := &g.Player
|
||||
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")
|
||||
}
|
||||
|
||||
func (g *RogueGame) quaffBlindness(bool) {
|
||||
g.applyPotionFuse(PotionBlindness, true)
|
||||
}
|
||||
|
||||
func (g *RogueGame) quaffLevitation(bool) {
|
||||
g.applyPotionFuse(PotionLevitation, true)
|
||||
}
|
||||
|
||||
// raiseLevel: the guy just magically went up a level (potions.c
|
||||
// raise_level).
|
||||
func (g *RogueGame) raiseLevel() {
|
||||
g.Player.Stats.Exp = eLevels[g.Player.Stats.Lvl-1] + 1
|
||||
g.Player.Stats.Exp = g.data.eLevels[g.Player.Stats.Lvl-1] + 1
|
||||
g.checkLevel()
|
||||
}
|
||||
|
||||
// doPot does a potion with standard setup: it uses a fuse and turns on a
|
||||
// flag (potions.c do_pot).
|
||||
func (g *RogueGame) doPot(kind PotionKind, knowit bool) {
|
||||
pp := &pActions[kind]
|
||||
// applyPotionFuse does a potion with standard setup: it uses a fuse and
|
||||
// turns on a flag (potions.c do_pot).
|
||||
func (g *RogueGame) applyPotionFuse(kind PotionKind, knowit bool) {
|
||||
pp := &g.data.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)
|
||||
@@ -200,24 +248,28 @@ func (g *RogueGame) doPot(kind PotionKind, knowit bool) {
|
||||
} 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 {
|
||||
func (g *RogueGame) isMagic(o *Object) bool {
|
||||
switch o.Kind {
|
||||
case KindArmor:
|
||||
return o.Flags.Has(Protected) || o.ArmorClass != aClass[o.Which]
|
||||
return o.Flags.Has(Protected) || o.ArmorClass != g.data.aClass[o.Which]
|
||||
case KindWeapon:
|
||||
return o.HPlus != 0 || o.DPlus != 0
|
||||
case KindPotion, KindScroll, KindWand, KindRing, KindAmulet:
|
||||
return true
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
@@ -225,6 +277,7 @@ func (o *Object) isMagic() bool {
|
||||
// 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)
|
||||
@@ -236,44 +289,62 @@ func (g *RogueGame) invisOn() {
|
||||
// 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
|
||||
}
|
||||
} else if g.showSensed(mp, canSee) {
|
||||
addNew = true
|
||||
}
|
||||
}
|
||||
|
||||
if turnOff {
|
||||
g.Player.Flags.Clear(SenseMonsters)
|
||||
} else {
|
||||
g.Player.Flags.Set(SenseMonsters)
|
||||
}
|
||||
|
||||
return addNew
|
||||
}
|
||||
|
||||
// showSensed draws one monster for monster sense, standout when it is
|
||||
// otherwise invisible; it reports whether the monster was newly revealed
|
||||
// (the turn-on arm of the C turn_see loop).
|
||||
func (g *RogueGame) showSensed(mp *Monster, canSee bool) bool {
|
||||
if !canSee {
|
||||
g.standout()
|
||||
}
|
||||
|
||||
if !g.Player.On(Hallucinating) {
|
||||
g.addch(mp.Type)
|
||||
} else {
|
||||
g.addch(g.randomMonsterLetter())
|
||||
}
|
||||
|
||||
if !canSee {
|
||||
g.standend()
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
// 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
|
||||
}
|
||||
@@ -282,9 +353,11 @@ func (g *RogueGame) seenStairs() bool {
|
||||
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
|
||||
}
|
||||
|
||||
104
game/rings.go
104
game/rings.go
@@ -7,17 +7,16 @@ import "fmt"
|
||||
// ringOn puts a ring on a hand (rings.c ring_on).
|
||||
func (g *RogueGame) ringOn() {
|
||||
p := &g.Player
|
||||
obj := g.getItem("put on", KindRing)
|
||||
obj, ok := g.promptPackItem("put on", KindRing)
|
||||
// Make certain that it is something that we want to wear
|
||||
if obj == nil {
|
||||
if !ok {
|
||||
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")
|
||||
}
|
||||
g.msg("%s", g.chooseTerse("not a ring",
|
||||
"it would be difficult to wrap that around a finger"))
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
@@ -26,30 +25,17 @@ func (g *RogueGame) ringOn() {
|
||||
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")
|
||||
}
|
||||
ring := g.pickRingHand()
|
||||
if ring < 0 {
|
||||
return
|
||||
}
|
||||
|
||||
p.CurRing[ring] = obj
|
||||
|
||||
// Calculate the effect it has on the poor guy.
|
||||
switch obj.RingKind() {
|
||||
case RingAddStrength:
|
||||
g.chgStr(obj.Bonus)
|
||||
g.changeStrength(obj.Bonus)
|
||||
case RingSeeInvisible:
|
||||
g.invisOn()
|
||||
case RingAggravateMonsters:
|
||||
@@ -57,15 +43,38 @@ func (g *RogueGame) ringOn() {
|
||||
}
|
||||
|
||||
if !g.Options.Terse {
|
||||
g.addmsg("you are now wearing ")
|
||||
g.addmsgf("you are now wearing ")
|
||||
}
|
||||
|
||||
g.msg("%s (%c)", g.inventoryName(obj, true), obj.PackCh)
|
||||
}
|
||||
|
||||
// pickRingHand chooses the hand for a new ring, asking when both are
|
||||
// free; negative aborts (rings.c ring_on).
|
||||
func (g *RogueGame) pickRingHand() int {
|
||||
p := &g.Player
|
||||
|
||||
switch {
|
||||
case p.CurRing[Left] == nil && p.CurRing[Right] == nil:
|
||||
return g.gethand()
|
||||
case p.CurRing[Left] == nil:
|
||||
return Left
|
||||
case p.CurRing[Right] == nil:
|
||||
return Right
|
||||
default:
|
||||
g.msg("%s", g.chooseTerse("wearing two",
|
||||
"you already have a ring on each hand"))
|
||||
|
||||
return -1
|
||||
}
|
||||
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 {
|
||||
@@ -73,6 +82,7 @@ func (g *RogueGame) ringOff() {
|
||||
} else {
|
||||
g.msg("you aren't wearing any rings")
|
||||
}
|
||||
|
||||
return
|
||||
case p.CurRing[Left] == nil:
|
||||
ring = Right
|
||||
@@ -83,14 +93,18 @@ func (g *RogueGame) ringOff() {
|
||||
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)
|
||||
g.msg("was wearing %s(%c)", g.inventoryName(obj, true), obj.PackCh)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -102,17 +116,22 @@ func (g *RogueGame) gethand() int {
|
||||
} 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 {
|
||||
@@ -121,25 +140,6 @@ func (g *RogueGame) gethand() int {
|
||||
}
|
||||
}
|
||||
|
||||
// ringUses is the rings.c ring_eat static uses[] table: how much food each
|
||||
// ring type uses up per turn (negative = a 1-in-n chance of 1).
|
||||
var ringUses = [NumRingTypes]int{
|
||||
1, // R_PROTECT
|
||||
1, // R_ADDSTR
|
||||
1, // R_SUSTSTR
|
||||
-3, // R_SEARCH
|
||||
-5, // R_SEEINVIS
|
||||
0, // R_NOP
|
||||
0, // R_AGGR
|
||||
-3, // R_ADDHIT
|
||||
-3, // R_ADDDAM
|
||||
2, // R_REGEN
|
||||
-2, // R_DIGEST
|
||||
0, // R_TELEPORT
|
||||
1, // R_STEALTH
|
||||
1, // R_SUSTARM
|
||||
}
|
||||
|
||||
// ringEat reports how much food the ring on the given hand uses up
|
||||
// (rings.c ring_eat).
|
||||
func (g *RogueGame) ringEat(hand int) int {
|
||||
@@ -147,7 +147,8 @@ func (g *RogueGame) ringEat(hand int) int {
|
||||
if ring == nil {
|
||||
return 0
|
||||
}
|
||||
eat := ringUses[ring.RingKind()]
|
||||
|
||||
eat := g.data.ringUses[ring.RingKind()]
|
||||
if eat < 0 {
|
||||
if g.rnd(-eat) == 0 {
|
||||
eat = 1
|
||||
@@ -155,20 +156,25 @@ func (g *RogueGame) ringEat(hand int) int {
|
||||
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 {
|
||||
// ringNum prints ring bonuses (rings.c ring_num). The unused game
|
||||
// parameter keeps the nameit prfunc signature.
|
||||
func ringNum(_ *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 ""
|
||||
}
|
||||
|
||||
250
game/rip.go
250
game/rip.go
@@ -2,76 +2,71 @@ package game
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"os"
|
||||
"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.
|
||||
// The C functions here call exit(). One game run is one process, so the
|
||||
// port does the same: myExit restores the terminal and exits directly.
|
||||
|
||||
// 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 |",
|
||||
" *| * * * | *",
|
||||
" ________)/\\\\_//(\\/(/\\)/\\//\\/|_)_______",
|
||||
// myExit leaves the process properly (main.c my_exit): it restores the
|
||||
// terminal and ends the process. Every C caller exited with status 0.
|
||||
func (g *RogueGame) myExit() {
|
||||
g.scr.Fini()
|
||||
os.Exit(0)
|
||||
}
|
||||
|
||||
// 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 ")
|
||||
g.scr.Std.MvPrintwf(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 {
|
||||
|
||||
for i, line := range g.data.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)
|
||||
g.myExit()
|
||||
}
|
||||
|
||||
// center returns the column to center the given string on the tombstone
|
||||
@@ -85,6 +80,7 @@ func (g *RogueGame) totalWinner() {
|
||||
p := &g.Player
|
||||
g.clear()
|
||||
g.standout()
|
||||
|
||||
banner := []string{
|
||||
" ",
|
||||
" @ @ @ @ @ @@@ @ @ ",
|
||||
@@ -100,6 +96,7 @@ func (g *RogueGame) totalWinner() {
|
||||
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")
|
||||
@@ -110,127 +107,159 @@ func (g *RogueGame) totalWinner() {
|
||||
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))
|
||||
worth := g.objectWorth(obj)
|
||||
|
||||
g.scr.Std.MvPrintwf(line, 0, "%c) %5d %s", obj.PackCh, worth,
|
||||
g.inventoryName(obj, false))
|
||||
line++
|
||||
p.Purse += worth
|
||||
}
|
||||
g.scr.Std.MvPrintw(line, 0, " %5d Gold Pieces ", oldpurse)
|
||||
|
||||
g.scr.Std.MvPrintwf(line, 0, " %5d Gold Pieces ", oldpurse)
|
||||
g.refresh()
|
||||
g.score(p.Purse, 2, ' ')
|
||||
g.myExit(0)
|
||||
g.myExit()
|
||||
}
|
||||
|
||||
// killnameTable is the rip.c nlist[]: special death causes.
|
||||
var killnameTable = []helpEntry{
|
||||
{'a', "arrow", true},
|
||||
{'b', "bolt", true},
|
||||
{'d', "dart", true},
|
||||
{'h', "hypothermia", false},
|
||||
{'s', "starvation", false},
|
||||
// objectWorth appraises one pack item on the way out, marking it known
|
||||
// (the switch of rip.c total_winner).
|
||||
func (g *RogueGame) objectWorth(obj *Object) int {
|
||||
it := &g.Items
|
||||
worth := 0
|
||||
|
||||
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 * (g.data.aClass[obj.Which] - obj.ArmorClass)
|
||||
obj.Flags.Set(Known)
|
||||
case KindScroll:
|
||||
worth = loreWorth(&it.Scrolls[obj.Which], obj.Count)
|
||||
case KindPotion:
|
||||
worth = loreWorth(&it.Potions[obj.Which], obj.Count)
|
||||
case KindRing:
|
||||
worth = g.ringWorth(obj)
|
||||
case KindWand:
|
||||
worth = g.wandWorth(obj)
|
||||
case KindAmulet:
|
||||
worth = 1000
|
||||
}
|
||||
|
||||
if worth < 0 {
|
||||
worth = 0
|
||||
}
|
||||
|
||||
return worth
|
||||
}
|
||||
|
||||
// loreWorth appraises a scroll or potion, halved when unidentified, and
|
||||
// identifies it (rip.c total_winner).
|
||||
func loreWorth(op *ObjInfo, count int) int {
|
||||
worth := op.Worth * count
|
||||
if !op.Know {
|
||||
worth /= 2
|
||||
}
|
||||
|
||||
op.Know = true
|
||||
|
||||
return worth
|
||||
}
|
||||
|
||||
// ringWorth appraises a ring: bonus rings gain by their bonus, cursed
|
||||
// ones are junk (rip.c total_winner).
|
||||
func (g *RogueGame) ringWorth(obj *Object) int {
|
||||
op := &g.Items.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
|
||||
|
||||
return worth
|
||||
}
|
||||
|
||||
// wandWorth appraises a wand or staff by its charges (rip.c
|
||||
// total_winner).
|
||||
func (g *RogueGame) wandWorth(obj *Object) int {
|
||||
op := &g.Items.Sticks[obj.Which]
|
||||
worth := op.Worth
|
||||
|
||||
worth += 20 * obj.Charges
|
||||
if !obj.Flags.Has(Known) {
|
||||
worth /= 2
|
||||
}
|
||||
|
||||
obj.Flags.Set(Known)
|
||||
|
||||
op.Know = true
|
||||
|
||||
return worth
|
||||
}
|
||||
|
||||
// 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
|
||||
var (
|
||||
sp string
|
||||
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 {
|
||||
|
||||
for _, hp := range g.data.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.
|
||||
// random numbers to break patterns, then die a random death. It does not
|
||||
// return — death exits the process.
|
||||
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())
|
||||
@@ -245,5 +274,6 @@ func (g *RogueGame) deathMonst() byte {
|
||||
'Y', 'Z', 'a', 'b', 'h', 'd', 's',
|
||||
' ', // generates the "Wally the Wonder Badger" message
|
||||
}
|
||||
|
||||
return poss[g.rnd(len(poss))]
|
||||
}
|
||||
|
||||
16
game/rng.go
16
game/rng.go
@@ -11,21 +11,17 @@ 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
|
||||
}
|
||||
|
||||
@@ -35,9 +31,17 @@ func (r *Rng) Roll(number, sides int) int {
|
||||
for ; number > 0; number-- {
|
||||
dtotal += r.Rnd(sides) + 1
|
||||
}
|
||||
|
||||
return dtotal
|
||||
}
|
||||
|
||||
// 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 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) }
|
||||
|
||||
@@ -46,6 +46,7 @@ func TestRndZeroDoesNotStep(t *testing.T) {
|
||||
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)
|
||||
}
|
||||
@@ -58,6 +59,7 @@ func TestSpreadSmallValues(t *testing.T) {
|
||||
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)
|
||||
}
|
||||
|
||||
463
game/rooms.go
463
game/rooms.go
@@ -17,10 +17,11 @@ type mazeState struct {
|
||||
|
||||
const goldGrp = 1
|
||||
|
||||
// doRooms creates rooms and corridors with a connectivity graph (rooms.c
|
||||
// digRooms creates rooms and corridors with a connectivity graph (rooms.c
|
||||
// do_rooms).
|
||||
func (g *RogueGame) doRooms() {
|
||||
func (g *RogueGame) digRooms() {
|
||||
var bsze Coord // maximum room size
|
||||
|
||||
bsze.X = NumCols / 3
|
||||
bsze.Y = NumLines / 3
|
||||
// Clear things for a new level
|
||||
@@ -32,92 +33,136 @@ func (g *RogueGame) doRooms() {
|
||||
}
|
||||
// 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)
|
||||
for range leftOut {
|
||||
g.Level.Rooms[g.randomRoom()].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
|
||||
g.digRoom(i, bsze)
|
||||
}
|
||||
}
|
||||
|
||||
// digRoom digs and populates one room (the loop body of rooms.c
|
||||
// do_rooms).
|
||||
func (g *RogueGame) digRoom(i int, bsze Coord) {
|
||||
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) {
|
||||
g.placeGoneRoom(rp, top, bsze)
|
||||
|
||||
return
|
||||
}
|
||||
// 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
|
||||
}
|
||||
// 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) {
|
||||
placeMazeRoom(rp, top, bsze)
|
||||
} else {
|
||||
g.placeNormalRoom(rp, top, bsze)
|
||||
}
|
||||
|
||||
g.drawRoom(rp)
|
||||
g.roomGold(rp)
|
||||
g.roomMonster(rp)
|
||||
}
|
||||
|
||||
// placeGoneRoom places a gone room, making certain that there is a
|
||||
// blank line for passage drawing (rooms.c do_rooms).
|
||||
func (g *RogueGame) placeGoneRoom(rp *Room, top, bsze Coord) {
|
||||
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 {
|
||||
return
|
||||
}
|
||||
// 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)
|
||||
}
|
||||
}
|
||||
|
||||
// placeMazeRoom sizes a maze room to fill its box (rooms.c do_rooms).
|
||||
func placeMazeRoom(rp *Room, top, bsze Coord) {
|
||||
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--
|
||||
}
|
||||
}
|
||||
|
||||
// placeNormalRoom rolls a place and size for an ordinary room (rooms.c
|
||||
// do_rooms).
|
||||
func (g *RogueGame) placeNormalRoom(rp *Room, top, bsze Coord) {
|
||||
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 {
|
||||
return
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// roomGold maybe puts a gold pile in the room (rooms.c do_rooms).
|
||||
func (g *RogueGame) roomGold(rp *Room) {
|
||||
if g.rnd(2) != 0 || (g.HasAmulet && g.Depth < g.MaxDepth) {
|
||||
return
|
||||
}
|
||||
|
||||
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
|
||||
g.Level.AddObject(gold)
|
||||
}
|
||||
|
||||
// roomMonster maybe puts a monster in the room; gold attracts them
|
||||
// (rooms.c do_rooms).
|
||||
func (g *RogueGame) roomMonster(rp *Room) {
|
||||
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)
|
||||
g.digMaze(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
|
||||
@@ -145,8 +190,8 @@ func (g *RogueGame) horiz(rp *Room, starty int) {
|
||||
}
|
||||
}
|
||||
|
||||
// doMaze digs a maze (rooms.c do_maze).
|
||||
func (g *RogueGame) doMaze(rp *Room) {
|
||||
// digMaze digs a maze (rooms.c do_maze).
|
||||
func (g *RogueGame) digMaze(rp *Room) {
|
||||
m := &g.maze
|
||||
for y := range m.maze {
|
||||
for x := range m.maze[y] {
|
||||
@@ -162,65 +207,84 @@ func (g *RogueGame) doMaze(rp *Room) {
|
||||
starty := (g.rnd(rp.Max.Y) / 2) * 2
|
||||
startx := (g.rnd(rp.Max.X) / 2) * 2
|
||||
pos := Coord{Y: starty + m.starty, X: startx + m.startx}
|
||||
g.putpass(pos)
|
||||
g.putPassage(pos)
|
||||
g.dig(starty, startx)
|
||||
}
|
||||
|
||||
// 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 {
|
||||
nexty, nextx, ok := g.digPick(y, x)
|
||||
if !ok {
|
||||
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.accountMaze(y, x, nexty, nextx)
|
||||
g.accountMaze(nexty, nextx, y, x)
|
||||
|
||||
g.putPassage(digWallGap(m, y, x, nexty, nextx))
|
||||
g.putPassage(Coord{Y: nexty + m.starty, X: nextx + m.startx})
|
||||
g.dig(nexty, nextx)
|
||||
}
|
||||
}
|
||||
|
||||
// accntMaze accounts for maze exits (rooms.c accnt_maze).
|
||||
func (g *RogueGame) accntMaze(y, x, ny, nx int) {
|
||||
// digPick reservoir-picks the next unvisited maze cell; ok is false
|
||||
// when the digger is boxed in (the candidate scan of rooms.c dig).
|
||||
func (g *RogueGame) digPick(y, x int) (int, int, bool) {
|
||||
m := &g.maze
|
||||
del := [4]Coord{{X: 2, Y: 0}, {X: -2, Y: 0}, {X: 0, Y: 2}, {X: 0, Y: -2}}
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
return nexty, nextx, cnt != 0
|
||||
}
|
||||
|
||||
// digWallGap picks the wall square to knock out between two maze cells
|
||||
// (rooms.c dig).
|
||||
func digWallGap(m *mazeState, y, x, nexty, nextx int) Coord {
|
||||
if nexty == y {
|
||||
pos := Coord{Y: y + m.starty, X: nextx + m.startx - 1}
|
||||
if nextx-x < 0 {
|
||||
pos.X = nextx + m.startx + 1
|
||||
}
|
||||
|
||||
return pos
|
||||
}
|
||||
|
||||
pos := Coord{X: x + m.startx, Y: nexty + m.starty - 1}
|
||||
if nexty-y < 0 {
|
||||
pos.Y = nexty + m.starty + 1
|
||||
}
|
||||
|
||||
return pos
|
||||
}
|
||||
|
||||
// accountMaze accounts for maze exits (rooms.c accnt_maze).
|
||||
func (g *RogueGame) accountMaze(y, x, ny, nx int) {
|
||||
sp := &g.maze.maze[y][x]
|
||||
for i := 0; i < sp.nexits; i++ {
|
||||
for i := range sp.nexits {
|
||||
if sp.exits[i].Y == ny && sp.exits[i].X == nx {
|
||||
return
|
||||
}
|
||||
@@ -233,18 +297,21 @@ func (g *RogueGame) accntMaze(y, x, ny, nx int) {
|
||||
}
|
||||
}
|
||||
|
||||
// rndPos picks a random spot in a room (rooms.c rnd_pos).
|
||||
func (g *RogueGame) rndPos(rp *Room) Coord {
|
||||
// randomPos picks a random spot in a room (rooms.c rnd_pos).
|
||||
func (g *RogueGame) randomPos(rp *Room) Coord {
|
||||
var cp Coord
|
||||
|
||||
cp.X = rp.Pos.X + g.rnd(rp.Max.X-2) + 1
|
||||
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)
|
||||
// around the loop; it retries forever (rooms.c find_floor with rp == NULL
|
||||
// — every such C call site passed FALSE for the limit).
|
||||
func (g *RogueGame) findFloor(monst bool) (Coord, bool) {
|
||||
return g.findFloorImpl(nil, 0, monst, true)
|
||||
}
|
||||
|
||||
// findFloorIn finds a valid floor spot in this room (rooms.c find_floor
|
||||
@@ -253,14 +320,22 @@ func (g *RogueGame) findFloorIn(rp *Room, limit int, monst bool) (Coord, bool) {
|
||||
return g.findFloorImpl(rp, limit, monst, false)
|
||||
}
|
||||
|
||||
// floorChar is what an empty spot looks like in a room: passage in a
|
||||
// maze, floor otherwise (rooms.c find_floor).
|
||||
func floorChar(rp *Room) byte {
|
||||
if rp.Flags.Has(Maze) {
|
||||
return Passage
|
||||
}
|
||||
|
||||
return Floor
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
compchar = floorChar(rp)
|
||||
}
|
||||
|
||||
cnt := limit
|
||||
for {
|
||||
if limit != 0 {
|
||||
@@ -268,14 +343,14 @@ func (g *RogueGame) findFloorImpl(rp *Room, limit int, monst, pickroom bool) (Co
|
||||
return Coord{}, false
|
||||
}
|
||||
}
|
||||
|
||||
if pickroom {
|
||||
rp = &g.Level.Rooms[g.rndRoom()]
|
||||
compchar = Floor
|
||||
if rp.Flags.Has(Maze) {
|
||||
compchar = Passage
|
||||
}
|
||||
rp = &g.Level.Rooms[g.randomRoom()]
|
||||
compchar = floorChar(rp)
|
||||
}
|
||||
cp := g.rndPos(rp)
|
||||
|
||||
cp := g.randomPos(rp)
|
||||
|
||||
pp := g.Level.At(cp.Y, cp.X)
|
||||
if monst {
|
||||
if pp.Monst == nil && stepOk(pp.Ch) {
|
||||
@@ -291,40 +366,53 @@ func (g *RogueGame) findFloorImpl(rp *Room, limit int, monst, pickroom bool) (Co
|
||||
// enter_room).
|
||||
func (g *RogueGame) enterRoom(cp Coord) {
|
||||
p := &g.Player
|
||||
rp := g.roomin(cp)
|
||||
rp := g.roomIn(cp)
|
||||
p.Room = rp
|
||||
g.doorOpen(rp)
|
||||
|
||||
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)
|
||||
}
|
||||
}
|
||||
g.enterRoomCell(y, x)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// enterRoomCell draws one square of a room being lit on entry (the loop
|
||||
// body of rooms.c enter_room).
|
||||
func (g *RogueGame) enterRoomCell(y, x int) {
|
||||
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)
|
||||
}
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
tp.OldCh = ch
|
||||
if g.seeMonst(tp) {
|
||||
g.addch(tp.Disguise)
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
if g.Player.On(SenseMonsters) {
|
||||
g.standout()
|
||||
g.addch(tp.Disguise)
|
||||
g.standend()
|
||||
} else {
|
||||
g.addch(ch)
|
||||
}
|
||||
}
|
||||
|
||||
// leaveRoom is the code for when we exit a room (rooms.c leave_room).
|
||||
func (g *RogueGame) leaveRoom(cp Coord) {
|
||||
p := &g.Player
|
||||
@@ -335,6 +423,7 @@ func (g *RogueGame) leaveRoom(cp Coord) {
|
||||
}
|
||||
|
||||
var floor byte
|
||||
|
||||
switch {
|
||||
case rp.Flags.Has(Gone):
|
||||
floor = Passage
|
||||
@@ -347,31 +436,43 @@ func (g *RogueGame) leaveRoom(cp Coord) {
|
||||
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.leaveRoomCell(floor, y, x)
|
||||
}
|
||||
}
|
||||
|
||||
g.doorOpen(rp)
|
||||
}
|
||||
|
||||
// leaveRoomCell hides one square of a room being left (the loop body of
|
||||
// rooms.c leave_room).
|
||||
func (g *RogueGame) leaveRoomCell(floor byte, y, x int) {
|
||||
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) {
|
||||
return
|
||||
}
|
||||
|
||||
if g.Player.On(SenseMonsters) {
|
||||
g.standout()
|
||||
g.addch(ch)
|
||||
g.standend()
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
pp := g.Level.At(y, x)
|
||||
if pp.Ch == Door {
|
||||
g.addch(Door)
|
||||
} else {
|
||||
g.addch(floor)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
246
game/run_test.go
246
game/run_test.go
@@ -1,104 +1,204 @@
|
||||
package game
|
||||
|
||||
import (
|
||||
"path/filepath"
|
||||
"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")
|
||||
// fortify makes the hero effectively immortal for a crash-sweep drive:
|
||||
// game-over now calls myExit and os.Exit(0) (step 8), which would kill the
|
||||
// test binary, so every death vector is neutralized. Re-applied each turn
|
||||
// because combat, digestion, freezing, and level drain chip away at these.
|
||||
func fortify(g *RogueGame) {
|
||||
p := &g.Player
|
||||
p.Stats.HP = 30000 // survive combat, arrow/dart traps, bolts
|
||||
p.Stats.MaxHP = 30000 // survive vampire max-hp drain
|
||||
p.Stats.Exp = 30000 // survive wraith level drain (death when exp hits 0)
|
||||
p.FoodLeft = 30000 // never starve
|
||||
g.NoCommand = 0 // never freeze to death (ice monster / sleep trap)
|
||||
g.NoMove = 0 // never stay stuck in a bear trap
|
||||
}
|
||||
|
||||
// driveTurns runs the game's per-turn loop up to n times, doing the same
|
||||
// first-level and pre-play setup Run() does. Run() itself no longer
|
||||
// returns — game-over exits the process — so tests drive command()
|
||||
// directly, with short scripts that avoid quitting, saving, or playing
|
||||
// long enough to starve, any of which would exit the test binary.
|
||||
func driveTurns(t *testing.T, g *RogueGame, n int) {
|
||||
t.Helper()
|
||||
|
||||
g.startLevel()
|
||||
g.prePlay()
|
||||
|
||||
for range n {
|
||||
g.command()
|
||||
}
|
||||
}
|
||||
|
||||
// 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.
|
||||
// TestRunDownStairs stands the hero on the staircase and descends via the
|
||||
// '>' command through the real turn loop, then checks the level changed.
|
||||
func TestRunDownStairs(t *testing.T) {
|
||||
tt := &testTerm{input: []byte(">..Qy")}
|
||||
g := NewGame(Config{Seed: 7, Term: tt})
|
||||
// '>' is a free action (After=false), so it is followed by a paying
|
||||
// rest ('.') to end the command() call; without a paying action the
|
||||
// turn loop would spin forever on the auto-fed prompt input.
|
||||
tt := &testTerm{input: []byte(">.")}
|
||||
g := New(Params{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.restored = true // keep startLevel from regenerating
|
||||
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)
|
||||
}
|
||||
|
||||
driveTurns(t, g, 1)
|
||||
|
||||
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)
|
||||
// TestScoreRendersList checks that the scoreboard is drawn on the screen
|
||||
// (in C it went to stdout after endwin; here it stays on the screen). The
|
||||
// quit and death paths that normally show it now exit the process, so the
|
||||
// display is exercised through score() directly.
|
||||
func TestScoreRendersList(t *testing.T) {
|
||||
g := New(Params{Seed: 1, Term: &testTerm{}})
|
||||
g.Player.Purse = 100
|
||||
|
||||
g.score(g.Player.Purse, 1, 0) // flags 1 = quit; posts the top-ten list
|
||||
|
||||
found := false
|
||||
|
||||
for y := range NumLines {
|
||||
if strings.Contains(g.scr.Std.Line(y), "Top Ten") {
|
||||
found = true
|
||||
}
|
||||
}
|
||||
|
||||
h, err := Restore(path, Config{Term: &testTerm{}})
|
||||
if !found {
|
||||
t.Error("score list not on screen")
|
||||
}
|
||||
}
|
||||
|
||||
// TestDeepPlaythrough drives a fortified hero through the real command loop:
|
||||
// quaff/read/zap on the first level, then descend through the staircase to
|
||||
// depth 8, saving and restoring mid-way. It is a crash sweep of the turn
|
||||
// engine, deep level generation, item effects, and mid-game save/restore.
|
||||
// The hero is fortified so no death exits the process (step 8), and the fixed
|
||||
// seed keeps it deterministic.
|
||||
func TestDeepPlaythrough(t *testing.T) {
|
||||
g := New(Params{Seed: 4242, Wizard: true, Term: &testTerm{}})
|
||||
g.startLevel()
|
||||
g.prePlay()
|
||||
fortify(g)
|
||||
|
||||
// Stock and use one of each consumable through the command dispatch.
|
||||
pot := give(g, &Object{Kind: KindPotion, Which: int(PotionHealing)})
|
||||
scr := give(g, &Object{Kind: KindScroll, Which: int(ScrollMagicMapping)})
|
||||
|
||||
wand := newObject()
|
||||
wand.Kind = KindWand
|
||||
wand.Which = int(WandLight)
|
||||
wand.Charges = 5
|
||||
zap := give(g, wand)
|
||||
|
||||
setInput(t, g, 'q', pot) // quaff healing
|
||||
g.command()
|
||||
setInput(t, g, 'r', scr) // read magic mapping
|
||||
g.command()
|
||||
setInput(t, g, 'z', 'h', zap) // zap the light wand west
|
||||
g.command()
|
||||
fortify(g)
|
||||
|
||||
// Each consumable identifies itself on use, confirming the q/r/z
|
||||
// commands actually ran through dispatch (not aborted on a bad prompt).
|
||||
if !g.Items.Potions[PotionHealing].Know {
|
||||
t.Error("quaff command did not identify the healing potion")
|
||||
}
|
||||
|
||||
if !g.Items.Scrolls[ScrollMagicMapping].Know {
|
||||
t.Error("read command did not identify the magic-mapping scroll")
|
||||
}
|
||||
|
||||
if !g.Items.Sticks[WandLight].Know {
|
||||
t.Error("zap command did not identify the light wand")
|
||||
}
|
||||
|
||||
const wantDepth = 8
|
||||
|
||||
for g.Depth < wantDepth {
|
||||
g.Player.Pos = g.Level.Stairs // stand on the stairs
|
||||
setInput(t, g, '>', '.') // '>' descends (free), '.' pays the turn
|
||||
g.command()
|
||||
fortify(g)
|
||||
|
||||
if g.Depth == 4 {
|
||||
g = saveAndRestore(t, g)
|
||||
fortify(g)
|
||||
}
|
||||
}
|
||||
|
||||
if g.Depth != wantDepth {
|
||||
t.Errorf("depth = %d after descending, want %d", g.Depth, wantDepth)
|
||||
}
|
||||
|
||||
if g.Player.Stats.HP <= 0 {
|
||||
t.Error("hero died during the playthrough")
|
||||
}
|
||||
}
|
||||
|
||||
// TestTurnLoopCrashSweep mashes movement, search, and rest through the real
|
||||
// turn loop for many turns on several seeds, exercising combat, monster AI,
|
||||
// and traps. The hero is fortified each turn so nothing exits the process,
|
||||
// and the fixed seeds keep it deterministic; the point is to surface panics.
|
||||
func TestTurnLoopCrashSweep(t *testing.T) {
|
||||
// A generous mix of movement, search, and rest. The spaces between
|
||||
// commands double as answers to any --More-- prompt (wait_for eats
|
||||
// everything up to a space); without them one prompt would swallow the
|
||||
// rest of the script. The script is long enough that the bounded drive
|
||||
// never exhausts it (which would spin on the auto-fed prompt input).
|
||||
script := []byte(strings.Repeat("h j k l y u b n s . ", 400))
|
||||
|
||||
for _, seed := range []int32{1, 99, 2026, 31337} {
|
||||
g := New(Params{Seed: seed, Term: &testTerm{input: script}})
|
||||
g.startLevel()
|
||||
g.prePlay()
|
||||
|
||||
for range 200 {
|
||||
fortify(g)
|
||||
g.command()
|
||||
}
|
||||
|
||||
if g.Player.Stats.HP <= 0 {
|
||||
t.Errorf("seed %d: hero died despite fortify", seed)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// saveAndRestore snapshots the game to a file, restores it, checks the key
|
||||
// state survived, and returns the restored game ready to keep playing.
|
||||
func saveAndRestore(t *testing.T, g *RogueGame) *RogueGame {
|
||||
t.Helper()
|
||||
|
||||
path := filepath.Join(t.TempDir(), "deep.save")
|
||||
|
||||
saveErr := g.saveFile(path)
|
||||
if saveErr != nil {
|
||||
t.Fatalf("saveFile: %v", saveErr)
|
||||
}
|
||||
|
||||
h, err := Restore(path, Params{Wizard: true, 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)
|
||||
t.Errorf("restored game diverged: depth %d/%d purse %d/%d",
|
||||
h.Depth, g.Depth, h.Player.Purse, g.Player.Purse)
|
||||
}
|
||||
|
||||
return h
|
||||
}
|
||||
|
||||
487
game/save.go
487
game/save.go
@@ -2,6 +2,7 @@ package game
|
||||
|
||||
import (
|
||||
"encoding/gob"
|
||||
"errors"
|
||||
"fmt"
|
||||
"os"
|
||||
)
|
||||
@@ -131,16 +132,19 @@ 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
|
||||
}
|
||||
|
||||
@@ -152,6 +156,7 @@ func (g *RogueGame) roomAt(i int) *Room {
|
||||
case i >= 0:
|
||||
return &g.Level.Rooms[i]
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
@@ -160,18 +165,60 @@ 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{
|
||||
st := g.snapshotHeader()
|
||||
|
||||
// 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
|
||||
}
|
||||
|
||||
st.Player = g.snapshotPlayer()
|
||||
|
||||
// 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)
|
||||
st.Dests = append(st.Dests, g.destRefFor(m, objAt))
|
||||
}
|
||||
|
||||
return st
|
||||
}
|
||||
|
||||
// snapshotHeader captures the scalar game state (the field list of
|
||||
// state.c rs_save_file).
|
||||
func (g *RogueGame) snapshotHeader() *SaveState {
|
||||
return &SaveState{
|
||||
Version: saveFormatVersion,
|
||||
Seed: g.Rng.Seed,
|
||||
Dnum: g.Dnum,
|
||||
@@ -219,25 +266,14 @@ func (g *RogueGame) snapshot() *SaveState {
|
||||
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,
|
||||
}
|
||||
}
|
||||
// snapshotPlayer captures the player, equipment as pack indices (the
|
||||
// player half of snapshot).
|
||||
func (g *RogueGame) snapshotPlayer() savedPlayer {
|
||||
p := &g.Player
|
||||
|
||||
// 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{
|
||||
sp := savedPlayer{
|
||||
Body: savedCreature{
|
||||
Pos: p.Pos, Turn: p.Turn, Type: p.Type, Disguise: p.Disguise,
|
||||
OldCh: p.OldCh, Flags: p.Flags, Stats: p.Stats,
|
||||
@@ -253,55 +289,72 @@ func (g *RogueGame) snapshot() *SaveState {
|
||||
MaxStats: p.MaxStats, VfHit: p.VfHit,
|
||||
}
|
||||
for _, o := range p.Pack {
|
||||
st.Player.Body.Pack = append(st.Player.Body.Pack, *o)
|
||||
sp.Body.Pack = append(sp.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)
|
||||
return sp
|
||||
}
|
||||
|
||||
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)
|
||||
// destRefFor encodes a monster's chase target as a (kind, index)
|
||||
// reference: the hero, another monster, a level object, or room gold
|
||||
// (state.c rs_write_thing).
|
||||
func (g *RogueGame) destRefFor(m *Monster, objAt map[*Object]int) destRef {
|
||||
switch {
|
||||
case m.Dest == nil:
|
||||
return destRef{}
|
||||
case m.Dest == &g.Player.Pos:
|
||||
return destRef{Kind: 1}
|
||||
}
|
||||
return st
|
||||
|
||||
for mi, om := range g.Level.Monsters {
|
||||
if m.Dest == &om.Pos {
|
||||
return destRef{Kind: 2, Idx: mi}
|
||||
}
|
||||
}
|
||||
|
||||
for _, oo := range g.Level.Objects {
|
||||
if m.Dest == &oo.Pos {
|
||||
return destRef{Kind: 3, Idx: objAt[oo]}
|
||||
}
|
||||
}
|
||||
|
||||
for ri := range g.Level.Rooms {
|
||||
if m.Dest == &g.Level.Rooms[ri].Gold {
|
||||
return destRef{Kind: 4, Idx: ri}
|
||||
}
|
||||
}
|
||||
|
||||
return destRef{}
|
||||
}
|
||||
|
||||
// applySnapshot rebuilds live game state from a snapshot.
|
||||
func (g *RogueGame) applySnapshot(st *SaveState) {
|
||||
p := &g.Player
|
||||
g.applyHeader(st)
|
||||
|
||||
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)
|
||||
}
|
||||
|
||||
g.applyPlayer(st)
|
||||
g.applyMonsters(st)
|
||||
g.applyDests(st)
|
||||
|
||||
g.scr.Std.SetContents(st.Screen)
|
||||
}
|
||||
|
||||
// applyHeader restores the scalar game state (the field list of
|
||||
// applySnapshot).
|
||||
func (g *RogueGame) applyHeader(st *SaveState) {
|
||||
g.Rng.Seed = st.Seed
|
||||
g.Dnum = st.Dnum
|
||||
g.Whoami = st.Whoami
|
||||
@@ -316,6 +369,12 @@ func (g *RogueGame) applySnapshot(st *SaveState) {
|
||||
g.Level.Passages = st.Passages
|
||||
g.Level.Stairs = st.Stairs
|
||||
g.Level.TrapCount = st.TrapCount
|
||||
g.applyTurnState(st)
|
||||
}
|
||||
|
||||
// applyTurnState restores the in-turn command state (the second half of
|
||||
// applyHeader).
|
||||
func (g *RogueGame) applyTurnState(st *SaveState) {
|
||||
g.After = st.After
|
||||
g.Again = st.Again
|
||||
g.NoScore = st.NoScoreF
|
||||
@@ -346,22 +405,12 @@ func (g *RogueGame) applySnapshot(st *SaveState) {
|
||||
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
|
||||
// applyPlayer restores the player, resolving equipment pack indices
|
||||
// (the player half of applySnapshot).
|
||||
func (g *RogueGame) applyPlayer(st *SaveState) {
|
||||
p := &g.Player
|
||||
sp := &st.Player
|
||||
p.Pos = sp.Body.Pos
|
||||
p.Turn = sp.Body.Turn
|
||||
@@ -371,15 +420,18 @@ func (g *RogueGame) applySnapshot(st *SaveState) {
|
||||
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)
|
||||
@@ -395,11 +447,15 @@ func (g *RogueGame) applySnapshot(st *SaveState) {
|
||||
p.NoFood = sp.NoFood
|
||||
p.MaxStats = sp.MaxStats
|
||||
p.VfHit = sp.VfHit
|
||||
}
|
||||
|
||||
// monsters, their map index, and their chase targets
|
||||
// applyMonsters rebuilds the monster list and its map index from a
|
||||
// snapshot (the monster half of applySnapshot).
|
||||
func (g *RogueGame) applyMonsters(st *SaveState) {
|
||||
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,
|
||||
@@ -409,14 +465,21 @@ func (g *RogueGame) applySnapshot(st *SaveState) {
|
||||
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)
|
||||
}
|
||||
}
|
||||
|
||||
// applyDests re-aims the monsters' chase targets from their (kind,
|
||||
// index) references (the fixup half of applySnapshot).
|
||||
func (g *RogueGame) applyDests(st *SaveState) {
|
||||
for i, ref := range st.Dests {
|
||||
m := g.Level.Monsters[i]
|
||||
|
||||
switch ref.Kind {
|
||||
case 1:
|
||||
m.Dest = &p.Pos
|
||||
m.Dest = &g.Player.Pos
|
||||
case 2:
|
||||
m.Dest = &g.Level.Monsters[ref.Idx].Pos
|
||||
case 3:
|
||||
@@ -425,136 +488,236 @@ func (g *RogueGame) applySnapshot(st *SaveState) {
|
||||
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.
|
||||
// saveAnswer is a yes/no/escape prompt result in the save-game flow.
|
||||
type saveAnswer int
|
||||
|
||||
// The saveGame prompt outcomes.
|
||||
const (
|
||||
saveYes saveAnswer = iota
|
||||
saveNo
|
||||
saveAbort
|
||||
)
|
||||
|
||||
// saveGame implements the "save game" command (save.c save_game). The
|
||||
// labeled prompt loop stands in for the C goto over/gotfile flow.
|
||||
func (g *RogueGame) saveGame() {
|
||||
g.Msgs.Mpos = 0
|
||||
over:
|
||||
useDefault := false
|
||||
if g.FileName != "" {
|
||||
var c byte
|
||||
for {
|
||||
g.msg("save file (%s)? ", g.FileName)
|
||||
c = g.readchar()
|
||||
g.Msgs.Mpos = 0
|
||||
if c == Escape {
|
||||
g.msg("")
|
||||
|
||||
prompt:
|
||||
for {
|
||||
useDefault := false
|
||||
|
||||
if g.FileName != "" {
|
||||
a := g.askDefaultSave()
|
||||
if a == saveAbort {
|
||||
return
|
||||
}
|
||||
if c == 'n' || c == 'N' || c == 'y' || c == 'Y' {
|
||||
break
|
||||
}
|
||||
g.msg("please answer Y or N")
|
||||
|
||||
useDefault = a == saveYes
|
||||
}
|
||||
if c == 'y' || c == 'Y' {
|
||||
g.addstr("Yes\n")
|
||||
g.refresh()
|
||||
useDefault = true
|
||||
|
||||
for {
|
||||
buf, ok := g.saveFileName(useDefault)
|
||||
if !ok {
|
||||
return
|
||||
}
|
||||
|
||||
useDefault = false
|
||||
|
||||
a := g.saveCheckOverwrite(buf)
|
||||
if a == saveAbort {
|
||||
return
|
||||
}
|
||||
|
||||
if a == saveNo {
|
||||
continue prompt // the C goto over: start again
|
||||
}
|
||||
|
||||
g.FileName = buf
|
||||
|
||||
err := g.saveFile(g.FileName)
|
||||
if err != nil {
|
||||
g.msg("%s", err.Error())
|
||||
|
||||
continue
|
||||
}
|
||||
|
||||
break prompt
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
g.myExit()
|
||||
}
|
||||
|
||||
// saveFile writes the saved game (save.c save_file).
|
||||
// askDefaultSave asks whether to save to the current file name (save.c
|
||||
// save_game).
|
||||
func (g *RogueGame) askDefaultSave() saveAnswer {
|
||||
for {
|
||||
g.msg("save file (%s)? ", g.FileName)
|
||||
c := g.readchar()
|
||||
|
||||
g.Msgs.Mpos = 0
|
||||
|
||||
switch c {
|
||||
case Escape:
|
||||
g.msg("")
|
||||
|
||||
return saveAbort
|
||||
case 'y', 'Y':
|
||||
g.addstr("Yes\n")
|
||||
g.refresh()
|
||||
|
||||
return saveYes
|
||||
case 'n', 'N':
|
||||
return saveNo
|
||||
}
|
||||
|
||||
g.msg("please answer Y or N")
|
||||
}
|
||||
}
|
||||
|
||||
// saveFileName picks the save path: the default, or a prompted one; ok
|
||||
// is false when the player quit the prompt (save.c save_game).
|
||||
func (g *RogueGame) saveFileName(useDefault bool) (string, bool) {
|
||||
if useDefault {
|
||||
return g.FileName, true
|
||||
}
|
||||
|
||||
g.Msgs.Mpos = 0
|
||||
g.msg("file name: ")
|
||||
|
||||
buf := ""
|
||||
if g.getStr(&buf, g.scr.Std) == Quit {
|
||||
g.msg("")
|
||||
|
||||
return "", false
|
||||
}
|
||||
|
||||
g.Msgs.Mpos = 0
|
||||
|
||||
return buf, true
|
||||
}
|
||||
|
||||
// saveCheckOverwrite guards an existing file: saveNo restarts the whole
|
||||
// prompt, saveAbort quits (save.c save_game).
|
||||
func (g *RogueGame) saveCheckOverwrite(buf string) saveAnswer {
|
||||
// test to see if the file exists
|
||||
_, statErr := os.Stat(buf)
|
||||
if statErr != nil {
|
||||
return saveYes
|
||||
}
|
||||
|
||||
answer := g.askOverwrite()
|
||||
if answer != saveYes {
|
||||
return answer
|
||||
}
|
||||
|
||||
g.msg("file name: %s", buf)
|
||||
_ = os.Remove(g.FileName) // best effort, as in C (md_unlink)
|
||||
|
||||
return saveYes
|
||||
}
|
||||
|
||||
// askOverwrite asks whether to overwrite the existing file (save.c
|
||||
// save_game).
|
||||
func (g *RogueGame) askOverwrite() saveAnswer {
|
||||
for {
|
||||
g.msg("File exists. Do you wish to overwrite it?")
|
||||
g.Msgs.Mpos = 0
|
||||
|
||||
switch g.readchar() {
|
||||
case Escape:
|
||||
g.msg("")
|
||||
|
||||
return saveAbort
|
||||
case 'y', 'Y':
|
||||
return saveYes
|
||||
case 'n', 'N':
|
||||
return saveNo
|
||||
}
|
||||
|
||||
g.msg("Please answer Y or N")
|
||||
}
|
||||
}
|
||||
|
||||
// saveFile writes the saved game (save.c save_file). A failed write means
|
||||
// a corrupt save, so the file is removed before reporting the error.
|
||||
func (g *RogueGame) saveFile(path string) error {
|
||||
f, err := os.OpenFile(path, os.O_CREATE|os.O_TRUNC|os.O_WRONLY, 0o400)
|
||||
f, err := os.OpenFile(path, os.O_CREATE|os.O_TRUNC|os.O_WRONLY, 0o400) //nolint:gosec,lll // G304: user-chosen save path
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
defer f.Close()
|
||||
if err := gob.NewEncoder(f).Encode(g.snapshot()); err != nil {
|
||||
os.Remove(path)
|
||||
return err
|
||||
|
||||
encErr := gob.NewEncoder(f).Encode(g.snapshot())
|
||||
closeErr := f.Close()
|
||||
|
||||
if encErr != nil || closeErr != nil {
|
||||
_ = os.Remove(path) // don't leave a corrupt save behind
|
||||
|
||||
if encErr != nil {
|
||||
return encErr
|
||||
}
|
||||
|
||||
return closeErr
|
||||
}
|
||||
|
||||
return os.Chmod(path, 0o400)
|
||||
}
|
||||
|
||||
// AutoSave silently saves to the current file name; used on SIGHUP/SIGTERM
|
||||
// (save.c auto_save).
|
||||
// (save.c auto_save). Best effort by design: it runs on the way out of a
|
||||
// dying process.
|
||||
func (g *RogueGame) AutoSave() {
|
||||
if g.FileName != "" {
|
||||
os.Remove(g.FileName)
|
||||
g.saveFile(g.FileName)
|
||||
_ = os.Remove(g.FileName)
|
||||
_ = g.saveFile(g.FileName)
|
||||
}
|
||||
}
|
||||
|
||||
// ErrSaveOutOfDate reports a save file from an incompatible version.
|
||||
var ErrSaveOutOfDate = errors.New("sorry, saved game is out of date")
|
||||
|
||||
// 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)
|
||||
func Restore(path string, params Params) (*RogueGame, error) {
|
||||
f, err := os.Open(path) //nolint:gosec // G304: the save path is user-chosen by design
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
defer f.Close()
|
||||
defer func() { _ = f.Close() }() // read-only handle
|
||||
|
||||
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)
|
||||
|
||||
decErr := gob.NewDecoder(f).Decode(&st)
|
||||
if decErr != nil {
|
||||
return nil, fmt.Errorf("%s: corrupt or incompatible save file: %w",
|
||||
path, decErr)
|
||||
}
|
||||
|
||||
if st.Version != saveFormatVersion {
|
||||
return nil, fmt.Errorf("sorry, saved game is out of date")
|
||||
return nil, ErrSaveOutOfDate
|
||||
}
|
||||
|
||||
g := &RogueGame{
|
||||
data: newGameData(),
|
||||
Rng: &Rng{},
|
||||
Playing: true,
|
||||
ScorePath: cfg.ScorePath,
|
||||
ScorePath: params.ScorePath,
|
||||
FileName: path,
|
||||
rogueOpts: cfg.RogueOpts,
|
||||
rogueOpts: params.RogueOpts,
|
||||
restored: true,
|
||||
}
|
||||
g.scr = NewScreen(cfg.Term)
|
||||
g.scr = NewScreen(params.Term)
|
||||
g.Msgs.attach(g.scr, g.look, g.readchar)
|
||||
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)
|
||||
rmErr := os.Remove(path)
|
||||
if rmErr != nil {
|
||||
return nil, fmt.Errorf("cannot unlink file: %w", rmErr)
|
||||
}
|
||||
|
||||
return g, nil
|
||||
}
|
||||
|
||||
@@ -15,6 +15,7 @@ func TestSaveRestoreRoundTrip(t *testing.T) {
|
||||
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)
|
||||
@@ -22,72 +23,111 @@ func TestSaveRestoreRoundTrip(t *testing.T) {
|
||||
}
|
||||
|
||||
path := filepath.Join(t.TempDir(), "rogue.save")
|
||||
if err := g.saveFile(path); err != nil {
|
||||
t.Fatalf("saveFile: %v", err)
|
||||
|
||||
saveErr := g.saveFile(path)
|
||||
if saveErr != nil {
|
||||
t.Fatalf("saveFile: %v", saveErr)
|
||||
}
|
||||
|
||||
h, err := Restore(path, Config{Term: &testTerm{}})
|
||||
h, err := Restore(path, Params{Term: &testTerm{}})
|
||||
if err != nil {
|
||||
t.Fatalf("Restore: %v", err)
|
||||
}
|
||||
|
||||
if _, err := os.Stat(path); !os.IsNotExist(err) {
|
||||
_, statErr := os.Stat(path)
|
||||
if !os.IsNotExist(statErr) {
|
||||
t.Error("save file not deleted on restore (C anti-restart rule)")
|
||||
}
|
||||
|
||||
checkRestoredState(t, g, h)
|
||||
checkRestoredMonsters(t, g, h)
|
||||
checkEquipmentAliasing(t, g, h)
|
||||
}
|
||||
|
||||
// checkRestoredState verifies the scalar state survived the round trip.
|
||||
func checkRestoredState(t *testing.T, g, h *RogueGame) {
|
||||
t.Helper()
|
||||
|
||||
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")
|
||||
}
|
||||
}
|
||||
|
||||
// checkRestoredMonsters verifies the monster list and its pointer fixups
|
||||
// survived the round trip.
|
||||
func checkRestoredMonsters(t *testing.T, g, h *RogueGame) {
|
||||
t.Helper()
|
||||
|
||||
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")
|
||||
}
|
||||
|
||||
if len(g.Level.Monsters) == 0 {
|
||||
return
|
||||
}
|
||||
// Equipment aliasing: the wielded mace must be the same *Object as the
|
||||
// one in the pack.
|
||||
|
||||
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")
|
||||
}
|
||||
}
|
||||
|
||||
// checkEquipmentAliasing verifies the wielded mace is the same *Object as
|
||||
// the one in the pack.
|
||||
func checkEquipmentAliasing(t *testing.T, g, h *RogueGame) {
|
||||
t.Helper()
|
||||
|
||||
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")
|
||||
}
|
||||
@@ -98,15 +138,24 @@ func TestRestoreRejectsWrongVersion(t *testing.T) {
|
||||
path := filepath.Join(t.TempDir(), "rogue.save")
|
||||
st := g.snapshot()
|
||||
st.Version = "0.0.0"
|
||||
f, err := os.Create(path)
|
||||
|
||||
f, err := os.Create(path) //nolint:gosec // G304: test temp path
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if err := gob.NewEncoder(f).Encode(st); err != nil {
|
||||
t.Fatal(err)
|
||||
|
||||
encErr := gob.NewEncoder(f).Encode(st)
|
||||
if encErr != nil {
|
||||
t.Fatal(encErr)
|
||||
}
|
||||
f.Close()
|
||||
if _, err := Restore(path, Config{}); err == nil {
|
||||
|
||||
closeErr := f.Close()
|
||||
if closeErr != nil {
|
||||
t.Fatal(closeErr)
|
||||
}
|
||||
|
||||
_, restoreErr := Restore(path, Params{})
|
||||
if restoreErr == nil {
|
||||
t.Error("restore accepted an out-of-date save")
|
||||
}
|
||||
}
|
||||
|
||||
272
game/score.go
272
game/score.go
@@ -25,29 +25,28 @@ type ScoreEnt struct {
|
||||
Time int64
|
||||
}
|
||||
|
||||
var scoreReasons = [4]string{
|
||||
"killed",
|
||||
"quit",
|
||||
"A total winner",
|
||||
"killed with Amulet",
|
||||
}
|
||||
|
||||
// rdScore reads the scoreboard file (save.c rd_score).
|
||||
func (g *RogueGame) rdScore() []ScoreEnt {
|
||||
topTen := make([]ScoreEnt, numScores)
|
||||
if g.ScorePath == "" {
|
||||
return topTen
|
||||
}
|
||||
|
||||
f, err := os.Open(g.ScorePath)
|
||||
if err != nil {
|
||||
return topTen
|
||||
}
|
||||
defer f.Close()
|
||||
defer func() { _ = f.Close() }() // read-only handle
|
||||
|
||||
var onDisk []ScoreEnt
|
||||
if err := gob.NewDecoder(f).Decode(&onDisk); err != nil {
|
||||
return topTen
|
||||
|
||||
decErr := gob.NewDecoder(f).Decode(&onDisk)
|
||||
if decErr != nil {
|
||||
return topTen // unreadable scoreboard reads as empty, as in C
|
||||
}
|
||||
|
||||
copy(topTen, onDisk)
|
||||
|
||||
return topTen
|
||||
}
|
||||
|
||||
@@ -57,29 +56,45 @@ func (g *RogueGame) wrScore(topTen []ScoreEnt) {
|
||||
return
|
||||
}
|
||||
// lock_sc/unlock_sc: exclusive-create lock file with stale takeover.
|
||||
// The whole scoreboard write is best effort, as it was in C: a shared
|
||||
// scoreboard must never take the game down.
|
||||
lock := g.ScorePath + ".lck"
|
||||
for range 5 {
|
||||
lf, err := os.OpenFile(lock, os.O_CREATE|os.O_EXCL|os.O_WRONLY, 0o644)
|
||||
lf, err := os.OpenFile(lock, //nolint:gosec // G304: configured path
|
||||
os.O_CREATE|os.O_EXCL|os.O_WRONLY, 0o600)
|
||||
if err == nil {
|
||||
lf.Close()
|
||||
defer os.Remove(lock)
|
||||
_ = lf.Close()
|
||||
|
||||
defer func() { _ = os.Remove(lock) }()
|
||||
|
||||
break
|
||||
}
|
||||
if fi, serr := os.Stat(lock); serr == nil &&
|
||||
time.Since(fi.ModTime()) > 10*time.Second {
|
||||
os.Remove(lock)
|
||||
|
||||
fi, statErr := os.Stat(lock)
|
||||
if statErr == nil && time.Since(fi.ModTime()) > staleLockAge {
|
||||
_ = os.Remove(lock)
|
||||
|
||||
continue
|
||||
}
|
||||
|
||||
time.Sleep(time.Second)
|
||||
}
|
||||
f, err := os.OpenFile(g.ScorePath, os.O_CREATE|os.O_TRUNC|os.O_WRONLY, 0o644)
|
||||
|
||||
f, err := os.OpenFile(g.ScorePath,
|
||||
os.O_CREATE|os.O_TRUNC|os.O_WRONLY, 0o600)
|
||||
if err != nil {
|
||||
return
|
||||
}
|
||||
defer f.Close()
|
||||
gob.NewEncoder(f).Encode(topTen)
|
||||
|
||||
_ = gob.NewEncoder(f).Encode(topTen)
|
||||
_ = f.Close()
|
||||
}
|
||||
|
||||
// staleLockAge is how old a scoreboard lock file may be before another
|
||||
// process assumes its owner died and takes it over (mach_dep.c lock_sc
|
||||
// aged its lock the same way).
|
||||
const staleLockAge = 10 * time.Second
|
||||
|
||||
// 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) {
|
||||
@@ -93,94 +108,11 @@ func (g *RogueGame) score(amount, flags int, monst byte) {
|
||||
// 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
|
||||
}
|
||||
ins = g.scoreInsert(topTen, amount, flags, monst)
|
||||
}
|
||||
|
||||
// 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)
|
||||
}
|
||||
}
|
||||
lines, highlight := g.scoreLines(topTen, ins)
|
||||
g.showScores(lines, highlight)
|
||||
|
||||
// Update the list file
|
||||
if ins >= 0 {
|
||||
@@ -188,6 +120,136 @@ func (g *RogueGame) score(amount, flags int, monst byte) {
|
||||
}
|
||||
}
|
||||
|
||||
// scoreInsert slots the new score into the top ten, honoring the
|
||||
// one-score-per-losing-uid rule; -1 means it did not place (the
|
||||
// insertion half of rip.c score).
|
||||
func (g *RogueGame) scoreInsert(topTen []ScoreEnt, amount, flags int, monst byte) int {
|
||||
uid := os.Getuid()
|
||||
|
||||
scp := g.scoreSlot(topTen, amount, flags, uid)
|
||||
if scp >= len(topTen) {
|
||||
return -1
|
||||
}
|
||||
|
||||
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(),
|
||||
}
|
||||
|
||||
return scp
|
||||
}
|
||||
|
||||
// scoreSlot finds where the new score lands: len(topTen) when it does
|
||||
// not place, or when this uid already holds a losing score (the scan of
|
||||
// rip.c score).
|
||||
func (g *RogueGame) scoreSlot(topTen []ScoreEnt, amount, flags, uid int) int {
|
||||
for i := range topTen {
|
||||
if amount > topTen[i].Score {
|
||||
return i
|
||||
}
|
||||
|
||||
if !g.AllScore && flags != 2 &&
|
||||
topTen[i].UID == uid && topTen[i].Flags != 2 {
|
||||
// only one score per nowin uid
|
||||
return len(topTen)
|
||||
}
|
||||
}
|
||||
|
||||
return len(topTen)
|
||||
}
|
||||
|
||||
// scoreLines formats the scoreboard, noting which display line holds
|
||||
// the freshly inserted score (the display half of rip.c score).
|
||||
func (g *RogueGame) scoreLines(topTen []ScoreEnt, ins int) ([]string, int) {
|
||||
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, g.data.scoreReasons[scp.Flags], scp.Level)
|
||||
if scp.Flags == 0 || scp.Flags == 3 {
|
||||
line += " by " + g.killname(scp.Monster, true)
|
||||
}
|
||||
|
||||
line += "."
|
||||
|
||||
if i == ins {
|
||||
highlight = len(lines)
|
||||
}
|
||||
|
||||
lines = append(lines, line)
|
||||
}
|
||||
|
||||
return lines, highlight
|
||||
}
|
||||
|
||||
// showScores prints the scoreboard on the screen when there is one,
|
||||
// else to standard output (rip.c score).
|
||||
func (g *RogueGame) showScores(lines []string, highlight int) {
|
||||
if g.scr == nil || g.scr.term == nil {
|
||||
for _, line := range lines {
|
||||
_, _ = fmt.Fprintln(os.Stdout, line) // CLI output
|
||||
}
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
g.clear()
|
||||
|
||||
for i, line := range lines {
|
||||
if i == highlight {
|
||||
g.standout()
|
||||
}
|
||||
|
||||
g.mvaddstr(i, 0, line)
|
||||
|
||||
if i == highlight {
|
||||
g.standend()
|
||||
}
|
||||
}
|
||||
|
||||
g.refresh()
|
||||
}
|
||||
|
||||
// ShowScores implements the -s command line option: print the scoreboard
|
||||
// and nothing else.
|
||||
func (g *RogueGame) ShowScores() {
|
||||
|
||||
@@ -16,6 +16,9 @@ type Terminal interface {
|
||||
// ReadChar blocks for the next key, translated to Rogue's input bytes
|
||||
// (arrows become hjkl, control keys their C0 codes).
|
||||
ReadChar() byte
|
||||
// Fini restores the device to its pre-game state (curses endwin). The
|
||||
// game calls it on its way out, since one game run is one process.
|
||||
Fini()
|
||||
}
|
||||
|
||||
// cell is one screen position.
|
||||
@@ -37,26 +40,28 @@ type Window struct {
|
||||
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 }
|
||||
func (w *Window) GetYX() (int, 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
|
||||
@@ -68,7 +73,7 @@ func (w *Window) AddCh(ch byte) {
|
||||
|
||||
// AddStr writes a string at the cursor (curses addstr).
|
||||
func (w *Window) AddStr(s string) {
|
||||
for i := 0; i < len(s); i++ {
|
||||
for i := range len(s) {
|
||||
w.AddCh(s[i])
|
||||
}
|
||||
}
|
||||
@@ -85,15 +90,15 @@ func (w *Window) MvAddStr(y, x int, s string) {
|
||||
w.AddStr(s)
|
||||
}
|
||||
|
||||
// Printw writes formatted text at the cursor (curses printw).
|
||||
func (w *Window) Printw(format string, a ...any) {
|
||||
// Printwf writes formatted text at the cursor (curses printw).
|
||||
func (w *Window) Printwf(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) {
|
||||
// MvPrintwf moves then writes formatted text (curses mvprintw).
|
||||
func (w *Window) MvPrintwf(y, x int, format string, a ...any) {
|
||||
w.Move(y, x)
|
||||
w.Printw(format, a...)
|
||||
w.Printwf(format, a...)
|
||||
}
|
||||
|
||||
// Inch returns the character under the cursor (curses inch, sans
|
||||
@@ -102,12 +107,14 @@ 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()
|
||||
}
|
||||
|
||||
@@ -120,6 +127,7 @@ func (w *Window) Clear() {
|
||||
for i := range w.cells {
|
||||
w.cells[i] = cell{ch: ' '}
|
||||
}
|
||||
|
||||
w.cy, w.cx = 0, 0
|
||||
}
|
||||
|
||||
@@ -128,6 +136,7 @@ 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: ' '}
|
||||
}
|
||||
@@ -138,13 +147,14 @@ 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 }
|
||||
// Size reports the window dimensions as rows, columns.
|
||||
func (w *Window) Size() (int, 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) {
|
||||
func (w *Window) CellAt(y, x int) (byte, bool) {
|
||||
c := w.at(y, x)
|
||||
|
||||
return c.ch, c.standout
|
||||
}
|
||||
|
||||
@@ -155,6 +165,7 @@ func (w *Window) Contents() []byte {
|
||||
for i, c := range w.cells {
|
||||
out[i] = c.ch
|
||||
}
|
||||
|
||||
return out
|
||||
}
|
||||
|
||||
@@ -171,12 +182,16 @@ func (w *Window) SetContents(data []byte) {
|
||||
// victory screens.
|
||||
func (w *Window) Line(y int) string {
|
||||
buf := make([]byte, w.cols)
|
||||
for x := 0; x < w.cols; x++ {
|
||||
for x := range w.cols {
|
||||
buf[x] = w.at(y, x).ch
|
||||
}
|
||||
|
||||
return string(buf)
|
||||
}
|
||||
|
||||
// at addresses the cell at (y, x) in the backing array.
|
||||
func (w *Window) at(y, x int) *cell { return &w.cells[y*w.cols+x] }
|
||||
|
||||
// Screen bundles the two windows the game draws on with the device that
|
||||
// shows them.
|
||||
type Screen struct {
|
||||
@@ -201,6 +216,13 @@ func (s *Screen) Refresh() {
|
||||
}
|
||||
}
|
||||
|
||||
// Fini restores the terminal device, if there is one (curses endwin).
|
||||
func (s *Screen) Fini() {
|
||||
if s.term != nil {
|
||||
s.term.Fini()
|
||||
}
|
||||
}
|
||||
|
||||
// RefreshWin pushes an arbitrary window to the device (curses wrefresh).
|
||||
func (s *Screen) RefreshWin(w *Window) {
|
||||
if s.term != nil {
|
||||
@@ -217,7 +239,7 @@ 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) printw(f string, a ...any) { g.scr.Std.Printwf(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) }
|
||||
|
||||
559
game/scrolls.go
559
game/scrolls.go
@@ -2,30 +2,23 @@ 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 {
|
||||
|
||||
obj, ok := g.promptPackItem("read", KindScroll)
|
||||
if !ok {
|
||||
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.
|
||||
@@ -35,225 +28,343 @@ func (g *RogueGame) readScroll() {
|
||||
// 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")
|
||||
}
|
||||
if h := g.data.readHandlers[obj.ScrollKind()]; h != nil {
|
||||
h(g, obj)
|
||||
}
|
||||
|
||||
g.look(true) // put the result of the scroll on the screen
|
||||
g.status()
|
||||
|
||||
g.callIt(&g.Items.Scrolls[obj.Which])
|
||||
}
|
||||
|
||||
// The per-scroll effect handlers, dispatched through
|
||||
// gameData.readHandlers. Each is one case of the C read_scroll switch.
|
||||
|
||||
func (g *RogueGame) readMonsterConfusion(*Object) {
|
||||
// Scroll of monster confusion. Give him that power.
|
||||
g.Player.Flags.Set(CanConfuse)
|
||||
g.msg("your hands begin to glow %s", g.pickColor("red"))
|
||||
}
|
||||
|
||||
func (g *RogueGame) readEnchantArmor(*Object) {
|
||||
p := &g.Player
|
||||
if p.CurArmor != nil {
|
||||
p.CurArmor.ArmorClass--
|
||||
p.CurArmor.Flags.Clear(Cursed)
|
||||
g.msg("your armor glows %s for a moment", g.pickColor("silver"))
|
||||
}
|
||||
}
|
||||
|
||||
func (g *RogueGame) readHoldMonster(*Object) {
|
||||
// Hold monster scroll. Stop all monsters within two spaces from
|
||||
// chasing after the hero.
|
||||
held := g.holdMonstersNear()
|
||||
|
||||
if held > 0 {
|
||||
g.addmsgf("the monster")
|
||||
|
||||
if held > 1 {
|
||||
g.addmsgf("s around you")
|
||||
}
|
||||
|
||||
g.addmsgf(" freeze")
|
||||
|
||||
if held == 1 {
|
||||
g.addmsgf("s")
|
||||
}
|
||||
|
||||
g.endmsg()
|
||||
g.Items.Scrolls[ScrollHoldMonster].Know = true
|
||||
} else {
|
||||
g.msg("you feel a strange sense of loss")
|
||||
}
|
||||
}
|
||||
|
||||
// holdMonstersNear freezes every awake monster within two spaces of the
|
||||
// hero and reports how many froze (the scan of the C S_HOLD case).
|
||||
func (g *RogueGame) holdMonstersNear() int {
|
||||
p := &g.Player
|
||||
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++
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return held
|
||||
}
|
||||
|
||||
func (g *RogueGame) readSleep(*Object) {
|
||||
// Scroll which makes you fall asleep
|
||||
g.Items.Scrolls[ScrollSleep].Know = true
|
||||
g.NoCommand += g.rnd(g.spread(5)) + 4 // SLEEPTIME
|
||||
|
||||
g.Player.Flags.Clear(Awake)
|
||||
g.msg("you fall asleep")
|
||||
}
|
||||
|
||||
func (g *RogueGame) readCreateMonster(*Object) {
|
||||
// Create a monster: first look in a circle around him, next try
|
||||
// his room, otherwise give up
|
||||
mp, ok := g.createMonsterSpot()
|
||||
if !ok {
|
||||
g.msg("you hear a faint cry of anguish in the distance")
|
||||
} else {
|
||||
tp := &Monster{}
|
||||
g.newMonster(tp, g.randMonster(false), mp)
|
||||
}
|
||||
}
|
||||
|
||||
// createMonsterSpot reservoir-samples a legal spot around the hero for a
|
||||
// created monster; ok is false when every neighbor is blocked (the scan
|
||||
// of the C S_CREATE case).
|
||||
func (g *RogueGame) createMonsterSpot() (Coord, bool) {
|
||||
p := &g.Player
|
||||
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.Level.ObjectAt(y, x); fo != nil && fo.ScrollKind() == ScrollScareMonster {
|
||||
continue
|
||||
}
|
||||
}
|
||||
|
||||
if i++; g.rnd(i) == 0 {
|
||||
mp = Coord{Y: y, X: x}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return mp, i != 0
|
||||
}
|
||||
|
||||
func (g *RogueGame) readIdentify(obj *Object) {
|
||||
// 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, g.data.idType[obj.ScrollKind()])
|
||||
}
|
||||
|
||||
func (g *RogueGame) readMagicMapping(*Object) {
|
||||
// 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 := range NumCols {
|
||||
g.revealSpot(y, x)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// revealSpot uncovers one map cell for magic mapping and draws it (the
|
||||
// loop body of the C SCR_MAP case).
|
||||
func (g *RogueGame) revealSpot(y, x int) {
|
||||
pp := g.Level.At(y, x)
|
||||
|
||||
ch := revealChar(pp)
|
||||
if ch != ' ' {
|
||||
if tp := pp.Monst; tp != nil {
|
||||
tp.OldCh = ch
|
||||
if !g.Player.On(SenseMonsters) {
|
||||
g.mvaddch(y, x, ch)
|
||||
}
|
||||
} else {
|
||||
g.mvaddch(y, x, ch)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// revealChar decides what magic mapping shows at a cell, making secret
|
||||
// doors, hidden passages, and hidden traps real as a side effect; ' '
|
||||
// means show nothing (the switch of the C SCR_MAP loop).
|
||||
func revealChar(pp *Place) byte {
|
||||
ch := pp.Ch
|
||||
pass := false
|
||||
|
||||
switch ch {
|
||||
case Door, Stairs:
|
||||
case '-', '|':
|
||||
ch = revealWall(pp)
|
||||
case ' ':
|
||||
pass = revealSolid(pp)
|
||||
case Passage:
|
||||
pass = true
|
||||
case Floor:
|
||||
ch = revealFloor(pp)
|
||||
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
|
||||
}
|
||||
|
||||
return ch
|
||||
}
|
||||
|
||||
// revealWall handles a wall cell for magic mapping: a secret door
|
||||
// becomes a real door (the '-'/'|' arm).
|
||||
func revealWall(pp *Place) byte {
|
||||
if !pp.Flags.Has(FReal) {
|
||||
pp.Ch = Door
|
||||
pp.Flags.Set(FReal)
|
||||
|
||||
return Door
|
||||
}
|
||||
|
||||
return pp.Ch
|
||||
}
|
||||
|
||||
// revealSolid handles a blank cell for magic mapping, reporting whether
|
||||
// it is passage: hidden passages become real; hidden things in walls
|
||||
// stay hidden (the ' ' arm).
|
||||
func revealSolid(pp *Place) bool {
|
||||
if pp.Flags.Has(FReal) {
|
||||
return pp.Flags.Has(FPassage)
|
||||
}
|
||||
|
||||
pp.Flags.Set(FReal)
|
||||
pp.Ch = Passage
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
// revealFloor handles a floor cell for magic mapping: a hidden trap
|
||||
// becomes a real, seen trap; real floor shows nothing (the FLOOR arm).
|
||||
func revealFloor(pp *Place) byte {
|
||||
if pp.Flags.Has(FReal) {
|
||||
return ' '
|
||||
}
|
||||
|
||||
pp.Ch = Trap
|
||||
pp.Flags.Set(FSeen | FReal)
|
||||
|
||||
return Trap
|
||||
}
|
||||
|
||||
func (g *RogueGame) readFoodDetection(*Object) {
|
||||
// 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")
|
||||
}
|
||||
}
|
||||
|
||||
func (g *RogueGame) readTeleportation(*Object) {
|
||||
// Scroll of teleportation: make him disappear and reappear
|
||||
p := &g.Player
|
||||
curRoom := p.Room
|
||||
|
||||
g.teleport()
|
||||
|
||||
if curRoom != p.Room {
|
||||
g.Items.Scrolls[ScrollTeleportation].Know = true
|
||||
}
|
||||
}
|
||||
|
||||
func (g *RogueGame) readEnchantWeapon(*Object) {
|
||||
p := &g.Player
|
||||
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"))
|
||||
}
|
||||
}
|
||||
|
||||
func (g *RogueGame) readScareMonster(*Object) {
|
||||
// Reading it is a mistake and produces laughter at her poor boo
|
||||
// boo.
|
||||
g.msg("you hear maniacal laughter in the distance")
|
||||
}
|
||||
|
||||
func (g *RogueGame) readRemoveCurse(*Object) {
|
||||
p := &g.Player
|
||||
|
||||
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"))
|
||||
}
|
||||
|
||||
func (g *RogueGame) readAggravateMonsters(*Object) {
|
||||
// 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")
|
||||
}
|
||||
|
||||
func (g *RogueGame) readProtectArmor(*Object) {
|
||||
p := &g.Player
|
||||
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")
|
||||
}
|
||||
}
|
||||
|
||||
// uncurse uncurses an item (scrolls.c uncurse).
|
||||
func uncurse(obj *Object) {
|
||||
if obj != nil {
|
||||
|
||||
618
game/sticks.go
618
game/sticks.go
@@ -4,172 +4,289 @@ import "fmt"
|
||||
|
||||
// sticks.c — zap wands and staffs.
|
||||
|
||||
// The two ws_type strings a stick can be made as.
|
||||
const (
|
||||
wandName = "wand"
|
||||
staffName = "staff"
|
||||
)
|
||||
|
||||
// doZap performs a zap with a wand (sticks.c do_zap).
|
||||
func (g *RogueGame) doZap() {
|
||||
p := &g.Player
|
||||
obj := g.getItem("zap with", KindWand)
|
||||
if obj == nil {
|
||||
obj, ok := g.promptPackItem("zap with", KindWand)
|
||||
if !ok {
|
||||
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()
|
||||
|
||||
if h := g.data.zapHandlers[obj.WandKind()]; h != nil {
|
||||
if !h(g, obj) {
|
||||
return // the zap aborted; no charge is used
|
||||
}
|
||||
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--
|
||||
}
|
||||
|
||||
// zapRayMonster walks the zap ray from the hero to the first blocking
|
||||
// spot and returns the monster standing there, if any (the shared
|
||||
// preamble of the C monster-affecting zap cases).
|
||||
func (g *RogueGame) zapRayMonster() *Monster {
|
||||
p := &g.Player
|
||||
|
||||
y := p.Pos.Y
|
||||
|
||||
x := p.Pos.X
|
||||
for stepOk(g.Level.VisibleChar(y, x)) {
|
||||
y += g.Delta.Y
|
||||
x += g.Delta.X
|
||||
}
|
||||
|
||||
return g.Level.MonsterAt(y, x)
|
||||
}
|
||||
|
||||
// zapVictim is zapRayMonster plus the flytrap release the C code does
|
||||
// before the invisibility-family effects.
|
||||
func (g *RogueGame) zapVictim() *Monster {
|
||||
tp := g.zapRayMonster()
|
||||
if tp != nil && tp.Type == 'F' {
|
||||
g.Player.Flags.Clear(Held)
|
||||
}
|
||||
|
||||
return tp
|
||||
}
|
||||
|
||||
// The per-wand effect handlers, dispatched through gameData.zapHandlers.
|
||||
// Each is one case of the C do_zap switch; returning false aborts the
|
||||
// zap without using a charge.
|
||||
|
||||
func (g *RogueGame) zapLight(*Object) bool {
|
||||
// Reddy Kilowatt wand. Light up the room
|
||||
p := &g.Player
|
||||
|
||||
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.addmsgf("the room is lit")
|
||||
|
||||
if !g.Options.Terse {
|
||||
g.addmsgf(" by a shimmering %s light", g.pickColor("blue"))
|
||||
}
|
||||
|
||||
g.endmsg()
|
||||
}
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
func (g *RogueGame) zapDrainLife(*Object) bool {
|
||||
// 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 g.Player.Stats.HP < 2 {
|
||||
g.msg("you are too weak to use it")
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
g.drain()
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
func (g *RogueGame) zapInvisibility(*Object) bool {
|
||||
if tp := g.zapVictim(); tp != nil {
|
||||
tp.Flags.Set(Invisible)
|
||||
|
||||
if g.canSee(tp.Pos.Y, tp.Pos.X) {
|
||||
g.mvaddch(tp.Pos.Y, tp.Pos.X, tp.OldCh)
|
||||
}
|
||||
}
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
func (g *RogueGame) zapPolymorph(*Object) bool {
|
||||
tp := g.zapVictim()
|
||||
if tp == nil {
|
||||
return true
|
||||
}
|
||||
|
||||
y, x := tp.Pos.Y, tp.Pos.X
|
||||
|
||||
pp := tp.Pack
|
||||
g.Level.RemoveMonster(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 := g.randomMonsterLetter()
|
||||
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
|
||||
}
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
func (g *RogueGame) zapCancellation(*Object) bool {
|
||||
if tp := g.zapVictim(); tp != nil {
|
||||
tp.Flags.Set(Cancelled)
|
||||
tp.Flags.Clear(Invisible | CanConfuse)
|
||||
|
||||
tp.Disguise = tp.Type
|
||||
if g.seeMonst(tp) {
|
||||
g.mvaddch(tp.Pos.Y, tp.Pos.X, tp.Disguise)
|
||||
}
|
||||
}
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
func (g *RogueGame) zapTeleport(obj *Object) bool {
|
||||
p := &g.Player
|
||||
|
||||
tp := g.zapVictim()
|
||||
if tp == nil {
|
||||
return true
|
||||
}
|
||||
|
||||
var newPos Coord
|
||||
|
||||
if obj.WandKind() == WandTeleportAway {
|
||||
for {
|
||||
newPos, _ = g.findFloor(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)
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
func (g *RogueGame) zapMagicMissile(*Object) bool {
|
||||
p := &g.Player
|
||||
|
||||
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") //nolint:misspell // C's spelling, kept faithfully
|
||||
} else {
|
||||
g.msg("the missle vanishes with a puff of smoke") //nolint:misspell // C's spelling
|
||||
}
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
func (g *RogueGame) zapSpeed(obj *Object) bool {
|
||||
tp := g.zapRayMonster()
|
||||
if tp == nil {
|
||||
return true
|
||||
}
|
||||
|
||||
if obj.WandKind() == WandHasteMonster {
|
||||
hasteTarget(tp)
|
||||
} else {
|
||||
slowTarget(tp)
|
||||
}
|
||||
|
||||
g.Delta.Y = tp.Pos.Y
|
||||
g.Delta.X = tp.Pos.X
|
||||
g.runTo(g.Delta)
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
// hasteTarget cancels a slow or applies a haste (the WS_HASTE_M arm of
|
||||
// do_zap).
|
||||
func hasteTarget(tp *Monster) {
|
||||
if tp.On(Slowed) {
|
||||
tp.Flags.Clear(Slowed)
|
||||
} else {
|
||||
tp.Flags.Set(Hasted)
|
||||
}
|
||||
}
|
||||
|
||||
// slowTarget cancels a haste or applies a slow (the WS_SLOW_M arm of
|
||||
// do_zap).
|
||||
func slowTarget(tp *Monster) {
|
||||
if tp.On(Hasted) {
|
||||
tp.Flags.Clear(Hasted)
|
||||
} else {
|
||||
tp.Flags.Set(Slowed)
|
||||
}
|
||||
|
||||
tp.Turn = true
|
||||
}
|
||||
|
||||
func (g *RogueGame) zapBolt(obj *Object) bool {
|
||||
var name string
|
||||
|
||||
switch obj.WandKind() {
|
||||
case WandLightning:
|
||||
name = "bolt"
|
||||
case WandFire:
|
||||
name = "flame"
|
||||
default:
|
||||
name = "ice"
|
||||
}
|
||||
|
||||
g.fireBolt(g.Player.Pos, &g.Delta, name)
|
||||
g.Items.Sticks[obj.Which].Know = true
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
// drain does the drain-hit-points-from-player schtick (sticks.c drain).
|
||||
func (g *RogueGame) drain() {
|
||||
p := &g.Player
|
||||
@@ -178,20 +295,24 @@ func (g *RogueGame) drain() {
|
||||
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) {
|
||||
if g.drainReaches(mp, corp, inpass) {
|
||||
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
|
||||
@@ -199,11 +320,23 @@ func (g *RogueGame) drain() {
|
||||
if mp.Stats.HP -= cnt; mp.Stats.HP <= 0 {
|
||||
g.killed(mp, g.seeMonst(mp))
|
||||
} else {
|
||||
g.runto(mp.Pos)
|
||||
g.runTo(mp.Pos)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// drainReaches reports whether the drain-life wand reaches this monster:
|
||||
// the hero's room, the passage behind the door he stands on, or — when
|
||||
// he is in a passage — a door of that same passage (the drainee
|
||||
// condition of sticks.c drain).
|
||||
func (g *RogueGame) drainReaches(mp *Monster, corp *Room, inpass bool) bool {
|
||||
p := &g.Player
|
||||
|
||||
return 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)
|
||||
}
|
||||
|
||||
// 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) {
|
||||
@@ -217,99 +350,45 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
|
||||
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 = '\\'
|
||||
}
|
||||
|
||||
dirch := boltDirChar(*dir)
|
||||
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 boltBounces(ch, p.Pos, pos) {
|
||||
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))
|
||||
}
|
||||
}
|
||||
used = g.boltStrikesMonster(tp, bolt, pos, ch, name, fromHero)
|
||||
} 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)
|
||||
}
|
||||
used = g.boltStrikesHero(start, name, fromHero)
|
||||
}
|
||||
|
||||
g.mvaddch(pos.Y, pos.X, dirch)
|
||||
g.refresh()
|
||||
}
|
||||
@@ -319,13 +398,112 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
|
||||
}
|
||||
}
|
||||
|
||||
// boltDirChar picks the character a traveling bolt is drawn with for its
|
||||
// direction (the dirch switch of sticks.c fire_bolt).
|
||||
func boltDirChar(dir Coord) byte {
|
||||
switch dir.Y + dir.X {
|
||||
case 0:
|
||||
return '/'
|
||||
case 1, -1:
|
||||
if dir.Y == 0 {
|
||||
return '-'
|
||||
}
|
||||
|
||||
return '|'
|
||||
case 2, -2:
|
||||
return '\\'
|
||||
}
|
||||
|
||||
return 0 // unreachable for the eight legal directions, as in C
|
||||
}
|
||||
|
||||
// boltBounces reports whether a bolt bounces off this spot: walls, and
|
||||
// any door except the one the hero stands on (which would otherwise loop
|
||||
// infinitely, per the C comment in fire_bolt).
|
||||
func boltBounces(ch byte, heroPos, pos Coord) bool {
|
||||
switch ch {
|
||||
case Door:
|
||||
return heroPos != pos
|
||||
case '|', '-', ' ':
|
||||
return true
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
// boltStrikesMonster resolves a bolt arriving on a monster's square (the
|
||||
// monster arm of the fire_bolt loop). It reports whether the bolt was
|
||||
// used up.
|
||||
func (g *RogueGame) boltStrikesMonster(tp *Monster, bolt *Object, pos Coord, ch byte, name string, fromHero bool) bool {
|
||||
tp.OldCh = g.Level.Char(pos.Y, pos.X)
|
||||
if !g.saveThrow(VsMagic, &tp.Stats) {
|
||||
bolt.Pos = pos
|
||||
|
||||
if tp.Type == 'D' && name == "flame" {
|
||||
g.addmsgf("the flame bounces")
|
||||
|
||||
if !g.Options.Terse {
|
||||
g.addmsgf(" off the dragon")
|
||||
}
|
||||
|
||||
g.endmsg()
|
||||
} else {
|
||||
g.hitMonster(pos, bolt)
|
||||
}
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
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))
|
||||
}
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
// boltStrikesHero resolves a bolt arriving on the hero (the hero arm of
|
||||
// the fire_bolt loop). It reports whether the bolt was used up.
|
||||
func (g *RogueGame) boltStrikesHero(start Coord, name string, fromHero bool) bool {
|
||||
p := &g.Player
|
||||
if g.save(VsMagic) {
|
||||
g.msg("the %s whizzes by you", name)
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
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)
|
||||
}
|
||||
}
|
||||
|
||||
if g.Options.Terse {
|
||||
g.msg("the %s hits", name)
|
||||
} else {
|
||||
g.msg("you are hit by the %s", name)
|
||||
}
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
// fixStick sets up a new wand or staff (sticks.c fix_stick).
|
||||
func (g *RogueGame) fixStick(cur *Object) {
|
||||
if g.Items.WandType[cur.Which] == "staff" {
|
||||
if g.Items.WandType[cur.Which] == staffName {
|
||||
cur.Damage = dice("2x3")
|
||||
} else {
|
||||
cur.Damage = dice("1x1")
|
||||
}
|
||||
|
||||
cur.HurlDmg = dice("1x1")
|
||||
|
||||
switch cur.WandKind() {
|
||||
@@ -342,8 +520,10 @@ 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)
|
||||
}
|
||||
|
||||
1150
game/tables.go
1150
game/tables.go
File diff suppressed because it is too large
Load Diff
@@ -9,16 +9,20 @@ func TestProbabilitiesSumTo100(t *testing.T) {
|
||||
for _, oi := range info {
|
||||
s += oi.Prob
|
||||
}
|
||||
|
||||
return s
|
||||
}
|
||||
|
||||
data := newGameData()
|
||||
|
||||
tables := map[string][]ObjInfo{
|
||||
"things": baseThings[:],
|
||||
"potions": basePotInfo[:],
|
||||
"scrolls": baseScrInfo[:],
|
||||
"rings": baseRingInfo[:],
|
||||
"sticks": baseWsInfo[:],
|
||||
"weapons": baseWeapInfo[:NumWeaponTypes], // excludes the flame entry
|
||||
"armor": baseArmInfo[:],
|
||||
"things": data.baseThings[:],
|
||||
"potions": data.basePotInfo[:],
|
||||
"scrolls": data.baseScrInfo[:],
|
||||
"rings": data.baseRingInfo[:],
|
||||
"sticks": data.baseWsInfo[:],
|
||||
"weapons": data.baseWeapInfo[:NumWeaponTypes], // excludes the flame entry
|
||||
"armor": data.baseArmInfo[:],
|
||||
}
|
||||
for name, tab := range tables {
|
||||
if s := sum(tab); s != 100 {
|
||||
@@ -28,11 +32,13 @@ func TestProbabilitiesSumTo100(t *testing.T) {
|
||||
}
|
||||
|
||||
func TestInitProbsCumulative(t *testing.T) {
|
||||
g := NewGame(Config{Seed: 1})
|
||||
g := New(Params{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)
|
||||
@@ -41,46 +47,77 @@ func TestInitProbsCumulative(t *testing.T) {
|
||||
}
|
||||
|
||||
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)
|
||||
}
|
||||
}
|
||||
g := New(Params{Seed: 12345})
|
||||
|
||||
checkPotionColors(t, g)
|
||||
checkScrollNames(t, g)
|
||||
checkWandMaterials(t, g)
|
||||
|
||||
// Determinism: same seed, same appearances.
|
||||
h := NewGame(Config{Seed: 12345})
|
||||
h := New(Params{Seed: 12345})
|
||||
if h.Items != g.Items {
|
||||
t.Error("two games with the same seed produced different item lore")
|
||||
}
|
||||
}
|
||||
|
||||
// checkPotionColors verifies every potion has a distinct color.
|
||||
func checkPotionColors(t *testing.T, g *RogueGame) {
|
||||
t.Helper()
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
// checkScrollNames verifies every scroll has a name within the C buffer
|
||||
// limit.
|
||||
func checkScrollNames(t *testing.T, g *RogueGame) {
|
||||
t.Helper()
|
||||
|
||||
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)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// checkWandMaterials verifies every stick has a wand/staff type and a
|
||||
// material.
|
||||
func checkWandMaterials(t *testing.T, g *RogueGame) {
|
||||
t.Helper()
|
||||
|
||||
for i := range g.Items.WandType {
|
||||
if g.Items.WandType[i] != wandName && g.Items.WandType[i] != staffName {
|
||||
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)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestMonsterTable(t *testing.T) {
|
||||
if monsterTable[0].Name != "aquator" || monsterTable[25].Name != "zombie" {
|
||||
data := newGameData()
|
||||
if data.monsterTable[0].Name != "aquator" || data.monsterTable[25].Name != "zombie" {
|
||||
t.Error("monster table order broken")
|
||||
}
|
||||
if monsterTable['D'-'A'].Name != "dragon" {
|
||||
|
||||
if data.monsterTable['D'-'A'].Name != "dragon" {
|
||||
t.Error("letter indexing broken")
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,15 +11,20 @@ type testTerm struct {
|
||||
|
||||
func (t *testTerm) Render(*Window) {}
|
||||
|
||||
func (t *testTerm) Fini() {}
|
||||
|
||||
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 ' '
|
||||
}
|
||||
|
||||
573
game/things.go
573
game/things.go
@@ -9,105 +9,163 @@ import (
|
||||
|
||||
// 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 {
|
||||
func (g *RogueGame) inventoryName(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)
|
||||
g.nameit(&pb, obj, potionName, it.PotColors[which], &it.Potions[which], nullstr)
|
||||
case KindRing:
|
||||
g.nameit(&pb, obj, "ring", it.RingStones[which], &it.Rings[which], ringNum)
|
||||
g.nameit(&pb, obj, ringName, it.RingStones[which], &it.Rings[which], ringNum)
|
||||
case KindWand:
|
||||
g.nameit(&pb, obj, it.WandType[which], it.WandMade[which], &it.Sticks[which], chargeStr)
|
||||
case KindScroll:
|
||||
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])
|
||||
}
|
||||
g.nameScroll(&pb, obj)
|
||||
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)
|
||||
}
|
||||
}
|
||||
g.nameFood(&pb, obj)
|
||||
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)
|
||||
}
|
||||
g.nameWeapon(&pb, obj)
|
||||
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)
|
||||
}
|
||||
g.nameArmor(&pb, obj)
|
||||
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)"
|
||||
}
|
||||
return fixNameCase(g.describeWorn(obj, pb.String()), drop)
|
||||
}
|
||||
|
||||
// nameScroll writes a scroll's inventory name (things.c inv_name).
|
||||
func (g *RogueGame) nameScroll(pb *strings.Builder, obj *Object) {
|
||||
if obj.Count == 1 {
|
||||
pb.WriteString("A scroll ")
|
||||
} else {
|
||||
fmt.Fprintf(pb, "%d scrolls ", obj.Count)
|
||||
}
|
||||
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:]
|
||||
}
|
||||
|
||||
op := &g.Items.Scrolls[obj.Which]
|
||||
|
||||
switch {
|
||||
case op.Know:
|
||||
fmt.Fprintf(pb, "of %s", op.Name)
|
||||
case op.Guess != "":
|
||||
fmt.Fprintf(pb, "called %s", op.Guess)
|
||||
default:
|
||||
fmt.Fprintf(pb, "titled '%s'", g.Items.ScrNames[obj.Which])
|
||||
}
|
||||
}
|
||||
|
||||
// nameFood writes a food item's inventory name; which 1 is the fruit
|
||||
// (things.c inv_name).
|
||||
func (g *RogueGame) nameFood(pb *strings.Builder, obj *Object) {
|
||||
if obj.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)
|
||||
}
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
if obj.Count == 1 {
|
||||
pb.WriteString("Some food")
|
||||
} else {
|
||||
fmt.Fprintf(pb, "%d rations of food", obj.Count)
|
||||
}
|
||||
}
|
||||
|
||||
// nameWeapon writes a weapon's inventory name (things.c inv_name).
|
||||
func (g *RogueGame) nameWeapon(pb *strings.Builder, obj *Object) {
|
||||
sp := g.Items.Weapons[obj.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)
|
||||
}
|
||||
}
|
||||
|
||||
// nameArmor writes an armor's inventory name (things.c inv_name).
|
||||
func (g *RogueGame) nameArmor(pb *strings.Builder, obj *Object) {
|
||||
sp := g.Items.Armors[obj.Which].Name
|
||||
if obj.Flags.Has(Known) {
|
||||
fmt.Fprintf(pb, "%s %s [",
|
||||
num(g.data.aClass[obj.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)
|
||||
}
|
||||
}
|
||||
|
||||
// describeWorn appends the equipped-status notes to an inventory name
|
||||
// (things.c inv_name).
|
||||
func (g *RogueGame) describeWorn(obj *Object, out string) string {
|
||||
if !g.InvDescribe {
|
||||
return out
|
||||
}
|
||||
|
||||
p := &g.Player
|
||||
if obj == p.CurArmor {
|
||||
out += " (being worn)"
|
||||
}
|
||||
|
||||
if obj == p.CurWeapon {
|
||||
out += " (weapon in hand)"
|
||||
}
|
||||
|
||||
switch obj {
|
||||
case p.CurRing[Left]:
|
||||
out += " (on left hand)"
|
||||
case p.CurRing[Right]:
|
||||
out += " (on right hand)"
|
||||
}
|
||||
|
||||
return out
|
||||
}
|
||||
|
||||
// fixNameCase upper- or lowercases the leading letter to suit the
|
||||
// sentence it will land in (things.c inv_name).
|
||||
func fixNameCase(out string, drop bool) string {
|
||||
if out == "" {
|
||||
return out
|
||||
}
|
||||
|
||||
if drop && isUpper(out[0]) {
|
||||
return string(toLower(out[0])) + out[1:]
|
||||
}
|
||||
|
||||
if !drop && isLower(out[0]) {
|
||||
return string(toUpper(out[0])) + out[1:]
|
||||
}
|
||||
|
||||
return out
|
||||
}
|
||||
|
||||
@@ -115,29 +173,36 @@ func (g *RogueGame) invName(obj *Object, drop bool) string {
|
||||
// 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 {
|
||||
|
||||
obj, ok := g.promptPackItem("drop", KindNone)
|
||||
if !ok {
|
||||
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.AddObject(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))
|
||||
|
||||
g.msg("dropped %s", g.inventoryName(obj, true))
|
||||
}
|
||||
|
||||
// dropCheck does special checks for dropping or unwielding|unwearing|
|
||||
@@ -146,37 +211,54 @@ 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 {
|
||||
|
||||
switch obj {
|
||||
case p.CurWeapon:
|
||||
p.CurWeapon = nil
|
||||
} else if obj == p.CurArmor {
|
||||
case 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)
|
||||
}
|
||||
default:
|
||||
g.dropRing(obj)
|
||||
}
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
// dropRing takes a worn ring off with its side effects (things.c
|
||||
// dropcheck).
|
||||
func (g *RogueGame) dropRing(obj *Object) {
|
||||
p := &g.Player
|
||||
|
||||
hand := Right
|
||||
if obj == p.CurRing[Left] {
|
||||
hand = Left
|
||||
}
|
||||
|
||||
p.CurRing[hand] = nil
|
||||
|
||||
switch obj.RingKind() {
|
||||
case RingAddStrength:
|
||||
g.changeStrength(-obj.Bonus)
|
||||
case RingSeeInvisible:
|
||||
g.unsee(0)
|
||||
g.Extinguish(DUnsee)
|
||||
}
|
||||
}
|
||||
|
||||
// newThing returns a new random thing for the dungeon (things.c new_thing).
|
||||
func (g *RogueGame) newThing() *Object {
|
||||
cur := newObject()
|
||||
@@ -193,6 +275,7 @@ func (g *RogueGame) newThing() *Object {
|
||||
} else {
|
||||
kind = pickOne(g, g.Items.Things[:])
|
||||
}
|
||||
|
||||
switch kind {
|
||||
case 0:
|
||||
cur.Kind = KindPotion
|
||||
@@ -201,51 +284,79 @@ func (g *RogueGame) newThing() *Object {
|
||||
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
|
||||
}
|
||||
g.newFoodThing(cur)
|
||||
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
|
||||
}
|
||||
g.newWeaponThing(cur)
|
||||
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
|
||||
}
|
||||
g.newArmorThing(cur)
|
||||
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)
|
||||
}
|
||||
g.newRingThing(cur)
|
||||
case 6:
|
||||
cur.Kind = KindWand
|
||||
cur.Which = pickOne(g, g.Items.Sticks[:])
|
||||
g.fixStick(cur)
|
||||
}
|
||||
|
||||
return cur
|
||||
}
|
||||
|
||||
// newFoodThing rolls food, one time in ten the fruit (things.c
|
||||
// new_thing).
|
||||
func (g *RogueGame) newFoodThing(cur *Object) {
|
||||
cur.Kind = KindFood
|
||||
|
||||
g.Player.NoFood = 0
|
||||
if g.rnd(10) != 0 {
|
||||
cur.Which = 0
|
||||
} else {
|
||||
cur.Which = 1
|
||||
}
|
||||
}
|
||||
|
||||
// newWeaponThing rolls a weapon, sometimes cursed or blessed (things.c
|
||||
// new_thing).
|
||||
func (g *RogueGame) newWeaponThing(cur *Object) {
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
// newArmorThing rolls armor, sometimes cursed or blessed (things.c
|
||||
// new_thing).
|
||||
func (g *RogueGame) newArmorThing(cur *Object) {
|
||||
cur.Kind = KindArmor
|
||||
cur.Which = pickOne(g, g.Items.Armors[:])
|
||||
|
||||
cur.ArmorClass = g.data.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
|
||||
}
|
||||
}
|
||||
|
||||
// newRingThing rolls a ring, cursing the bad ones (things.c new_thing).
|
||||
func (g *RogueGame) newRingThing(cur *Object) {
|
||||
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)
|
||||
}
|
||||
}
|
||||
|
||||
// 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 {
|
||||
@@ -255,6 +366,7 @@ func pickOne(g *RogueGame, info []ObjInfo) int {
|
||||
return idx
|
||||
}
|
||||
}
|
||||
|
||||
return 0 // bad pick_one: C resets to the start of the table
|
||||
}
|
||||
|
||||
@@ -272,20 +384,27 @@ type invPage struct {
|
||||
// (things.c discovered).
|
||||
func (g *RogueGame) discovered() {
|
||||
var ch byte
|
||||
|
||||
for {
|
||||
discList := false
|
||||
|
||||
if !g.Options.Terse {
|
||||
g.addmsg("for ")
|
||||
g.addmsgf("for ")
|
||||
}
|
||||
g.addmsg("what type")
|
||||
|
||||
g.addmsgf("what type")
|
||||
|
||||
if !g.Options.Terse {
|
||||
g.addmsg(" of object do you want a list")
|
||||
g.addmsgf(" 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
|
||||
@@ -297,10 +416,12 @@ func (g *RogueGame) discovered() {
|
||||
Potion, Scroll, Ring, Stick)
|
||||
}
|
||||
}
|
||||
|
||||
if discList {
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
if ch == '*' {
|
||||
g.printDisc(Potion)
|
||||
g.addLine("")
|
||||
@@ -320,6 +441,7 @@ func (g *RogueGame) discovered() {
|
||||
// (things.c print_disc).
|
||||
func (g *RogueGame) printDisc(typ byte) {
|
||||
var info []ObjInfo
|
||||
|
||||
switch typ {
|
||||
case Scroll:
|
||||
info = g.Items.Scrolls[:]
|
||||
@@ -330,18 +452,23 @@ func (g *RogueGame) printDisc(typ byte) {
|
||||
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))
|
||||
g.addLine("%s", g.inventoryName(&obj, false))
|
||||
|
||||
numFound++
|
||||
}
|
||||
}
|
||||
|
||||
if numFound == 0 {
|
||||
g.addLine("%s", g.nothing(typ))
|
||||
}
|
||||
@@ -353,6 +480,7 @@ 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]
|
||||
@@ -366,8 +494,8 @@ 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...)
|
||||
@@ -375,64 +503,107 @@ func (g *RogueGame) addLine(format string, a ...any) int {
|
||||
|
||||
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 g.addLineSlow(line, isFlush)
|
||||
}
|
||||
|
||||
g.addLinePaged(line, isFlush)
|
||||
|
||||
return ^Escape
|
||||
}
|
||||
|
||||
// addLineSlow shows one discovery line as a message (the slow-inventory
|
||||
// arm of things.c add_line).
|
||||
func (g *RogueGame) addLineSlow(line string, isFlush bool) int {
|
||||
if !isFlush && line != "" {
|
||||
if g.msg("%s", line) == Escape {
|
||||
return Escape
|
||||
}
|
||||
}
|
||||
|
||||
g.invPage.lineCnt++
|
||||
|
||||
return ^Escape
|
||||
}
|
||||
|
||||
// addLinePaged accumulates discovery lines into the paged window,
|
||||
// prompting between full pages (the windowed arm of things.c add_line).
|
||||
func (g *RogueGame) addLinePaged(line string, isFlush bool) {
|
||||
pg := &g.invPage
|
||||
prompt := "--Press space to continue--"
|
||||
|
||||
if !pg.init {
|
||||
pg.maxlen = len(prompt)
|
||||
pg.init = true
|
||||
}
|
||||
|
||||
if pg.lineCnt >= NumLines-1 || isFlush {
|
||||
g.addLinePageBreak(prompt, isFlush)
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
// addLinePageBreak prompts at a full page and starts a fresh one
|
||||
// (things.c add_line).
|
||||
func (g *RogueGame) addLinePageBreak(prompt string, isFlush bool) {
|
||||
pg := &g.invPage
|
||||
if g.Options.InvType == InvOver && isFlush && !pg.newpage {
|
||||
g.addLineOverlay(prompt)
|
||||
} 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)
|
||||
}
|
||||
|
||||
// addLineOverlay draws the accumulated list in a box at the top right
|
||||
// of the screen, prompts, and restores what was beneath (things.c
|
||||
// add_line).
|
||||
func (g *RogueGame) addLineOverlay(prompt string) {
|
||||
pg := &g.invPage
|
||||
|
||||
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()
|
||||
}
|
||||
|
||||
// flushLine is add_line(NULL): force out the accumulated page.
|
||||
func (g *RogueGame) flushLine() int { return g.addLine(flushSentinel) }
|
||||
|
||||
@@ -447,6 +618,7 @@ func (g *RogueGame) endLine() {
|
||||
g.flushLine()
|
||||
}
|
||||
}
|
||||
|
||||
pg.lineCnt = 0
|
||||
pg.newpage = false
|
||||
}
|
||||
@@ -459,20 +631,24 @@ func (g *RogueGame) nothing(typ byte) string {
|
||||
} else {
|
||||
out = "Haven't discovered anything"
|
||||
}
|
||||
|
||||
if typ != '*' {
|
||||
var tystr string
|
||||
|
||||
switch typ {
|
||||
case Potion:
|
||||
tystr = "potion"
|
||||
tystr = potionName
|
||||
case Scroll:
|
||||
tystr = "scroll"
|
||||
tystr = scrollName
|
||||
case Ring:
|
||||
tystr = "ring"
|
||||
tystr = ringName
|
||||
case Stick:
|
||||
tystr = "stick"
|
||||
}
|
||||
|
||||
out += fmt.Sprintf(" about any %ss", tystr)
|
||||
}
|
||||
|
||||
return out
|
||||
}
|
||||
|
||||
@@ -480,20 +656,22 @@ func (g *RogueGame) nothing(typ byte) string {
|
||||
// (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 != "" {
|
||||
switch {
|
||||
case 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 {
|
||||
case obj.Count == 1:
|
||||
fmt.Fprintf(pb, "A%s %s %s", vowelstr(which), which, typ)
|
||||
} else {
|
||||
default:
|
||||
fmt.Fprintf(pb, "%d %s %ss", obj.Count, which, typ)
|
||||
}
|
||||
}
|
||||
@@ -505,13 +683,17 @@ func nullstr(*RogueGame, *Object) string { return "" }
|
||||
// pr_list).
|
||||
func (g *RogueGame) prList() {
|
||||
if !g.Options.Terse {
|
||||
g.addmsg("for ")
|
||||
g.addmsgf("for ")
|
||||
}
|
||||
g.addmsg("what type")
|
||||
|
||||
g.addmsgf("what type")
|
||||
|
||||
if !g.Options.Terse {
|
||||
g.addmsg(" of object do you want a list")
|
||||
g.addmsgf(" of object do you want a list")
|
||||
}
|
||||
|
||||
g.msg("? ")
|
||||
|
||||
ch := g.readchar()
|
||||
switch ch {
|
||||
case Potion:
|
||||
@@ -533,14 +715,17 @@ func (g *RogueGame) prList() {
|
||||
// (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()
|
||||
}
|
||||
|
||||
127
game/types.go
127
game/types.go
@@ -90,22 +90,29 @@ const (
|
||||
VsMagic = 3
|
||||
)
|
||||
|
||||
// Flags for rooms (rogue.h)
|
||||
// RoomFlags are the room state bits (rogue.h room flags).
|
||||
type RoomFlags int16
|
||||
|
||||
// Room state bits (rogue.h ISDARK/ISGONE/ISMAZE).
|
||||
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 }
|
||||
// Has reports whether any of the given bits are set.
|
||||
func (f *RoomFlags) Has(b RoomFlags) bool { return *f&b != 0 }
|
||||
|
||||
// Flags for objects (rogue.h)
|
||||
// Set turns the given bits on.
|
||||
func (f *RoomFlags) Set(b RoomFlags) { *f |= b }
|
||||
|
||||
// Clear turns the given bits off.
|
||||
func (f *RoomFlags) Clear(b RoomFlags) { *f &^= b }
|
||||
|
||||
// ObjFlags are the object state bits (rogue.h object flags).
|
||||
type ObjFlags int32
|
||||
|
||||
// Object state bits (rogue.h).
|
||||
const (
|
||||
Cursed ObjFlags = 1 << iota // ISCURSED: object is cursed
|
||||
Known // ISKNOW: player knows details about the object
|
||||
@@ -115,15 +122,22 @@ const (
|
||||
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 }
|
||||
// Has reports whether any of the given bits are set.
|
||||
func (f *ObjFlags) Has(b ObjFlags) bool { return *f&b != 0 }
|
||||
|
||||
// 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.
|
||||
// Set turns the given bits on.
|
||||
func (f *ObjFlags) Set(b ObjFlags) { *f |= b }
|
||||
|
||||
// Clear turns the given bits off.
|
||||
func (f *ObjFlags) Clear(b ObjFlags) { *f &^= b }
|
||||
|
||||
// CreatureFlags are the creature state bits (rogue.h creature flags). 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
|
||||
|
||||
// Creature state bits (rogue.h).
|
||||
const (
|
||||
CanConfuse CreatureFlags = 0o000001 // CANHUH: creature can confuse
|
||||
CanSeeInvisible CreatureFlags = 0o000002 // CANSEE: creature can see invisible creatures
|
||||
@@ -146,13 +160,20 @@ const (
|
||||
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 }
|
||||
// Has reports whether any of the given bits are set.
|
||||
func (f *CreatureFlags) Has(b CreatureFlags) bool { return *f&b != 0 }
|
||||
|
||||
// Flags for the level map (rogue.h)
|
||||
// Set turns the given bits on.
|
||||
func (f *CreatureFlags) Set(b CreatureFlags) { *f |= b }
|
||||
|
||||
// Clear turns the given bits off.
|
||||
func (f *CreatureFlags) Clear(b CreatureFlags) { *f &^= b }
|
||||
|
||||
// PlaceFlags are the per-map-cell bits (rogue.h level map flags). The low
|
||||
// bits double as the passage number (FPassNum) or trap kind (FTrapMask).
|
||||
type PlaceFlags uint8
|
||||
|
||||
// Map cell bits (rogue.h).
|
||||
const (
|
||||
FPassage PlaceFlags = 0x80 // F_PASS: is a passageway
|
||||
FSeen PlaceFlags = 0x40 // have seen this spot before
|
||||
@@ -163,14 +184,20 @@ const (
|
||||
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 }
|
||||
// Has reports whether any of the given bits are set.
|
||||
func (f *PlaceFlags) Has(b PlaceFlags) bool { return *f&b != 0 }
|
||||
|
||||
// Set turns the given bits on.
|
||||
func (f *PlaceFlags) Set(b PlaceFlags) { *f |= b }
|
||||
|
||||
// Clear turns the given bits off.
|
||||
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
|
||||
|
||||
// Trap kinds (rogue.h T_* constants).
|
||||
const (
|
||||
TrapDoor TrapKind = 0
|
||||
TrapArrow TrapKind = 1
|
||||
@@ -183,15 +210,6 @@ const (
|
||||
NumTrapTypes = 8
|
||||
)
|
||||
|
||||
// String returns the trap's display name, article included, as the C
|
||||
// tr_name table had it.
|
||||
func (t TrapKind) String() string {
|
||||
if t < 0 || t >= NumTrapTypes {
|
||||
return "a bizarre trap"
|
||||
}
|
||||
return trName[t]
|
||||
}
|
||||
|
||||
// PotionKind identifies a potion (rogue.h potion types).
|
||||
type PotionKind int
|
||||
|
||||
@@ -214,14 +232,6 @@ const (
|
||||
NumPotionTypes
|
||||
)
|
||||
|
||||
// String returns the potion's true name ("healing", "haste self", ...).
|
||||
func (p PotionKind) String() string {
|
||||
if p < 0 || p >= NumPotionTypes {
|
||||
return "strange potion"
|
||||
}
|
||||
return basePotInfo[p].Name
|
||||
}
|
||||
|
||||
// ScrollKind identifies a scroll (rogue.h scroll types).
|
||||
type ScrollKind int
|
||||
|
||||
@@ -248,14 +258,6 @@ const (
|
||||
NumScrollTypes
|
||||
)
|
||||
|
||||
// String returns the scroll's true name ("magic mapping", ...).
|
||||
func (s ScrollKind) String() string {
|
||||
if s < 0 || s >= NumScrollTypes {
|
||||
return "strange scroll"
|
||||
}
|
||||
return baseScrInfo[s].Name
|
||||
}
|
||||
|
||||
// WeaponKind identifies a weapon (rogue.h weapon types).
|
||||
type WeaponKind int
|
||||
|
||||
@@ -270,17 +272,12 @@ const (
|
||||
WeaponDart
|
||||
WeaponShuriken
|
||||
WeaponSpear
|
||||
WeaponFlame // fake entry for dragon breath (ick)
|
||||
NumWeaponTypes = WeaponFlame
|
||||
WeaponFlame // fake entry for dragon breath (ick)
|
||||
)
|
||||
|
||||
// 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
|
||||
}
|
||||
// NumWeaponTypes counts the real weapons; the flame pseudo-weapon sits
|
||||
// just past them in the tables (C's MAXWEAPONS == FLAME).
|
||||
const NumWeaponTypes = WeaponFlame
|
||||
|
||||
// ArmorKind identifies a suit of armor (rogue.h armor types).
|
||||
type ArmorKind int
|
||||
@@ -298,14 +295,6 @@ const (
|
||||
NumArmorTypes
|
||||
)
|
||||
|
||||
// String returns the armor's name ("ring mail", "plate mail", ...).
|
||||
func (a ArmorKind) String() string {
|
||||
if a < 0 || a >= NumArmorTypes {
|
||||
return "strange armor"
|
||||
}
|
||||
return baseArmInfo[a].Name
|
||||
}
|
||||
|
||||
// RingKind identifies a ring (rogue.h ring types).
|
||||
type RingKind int
|
||||
|
||||
@@ -328,14 +317,6 @@ const (
|
||||
NumRingTypes
|
||||
)
|
||||
|
||||
// String returns the ring's true name ("add strength", "stealth", ...).
|
||||
func (r RingKind) String() string {
|
||||
if r < 0 || r >= NumRingTypes {
|
||||
return "strange ring"
|
||||
}
|
||||
return baseRingInfo[r].Name
|
||||
}
|
||||
|
||||
// WandKind identifies a wand or staff (rogue.h rod/wand/staff types).
|
||||
type WandKind int
|
||||
|
||||
@@ -358,14 +339,6 @@ const (
|
||||
NumWandTypes
|
||||
)
|
||||
|
||||
// String returns the wand/staff's true name ("lightning", ...).
|
||||
func (w WandKind) String() string {
|
||||
if w < 0 || w >= NumWandTypes {
|
||||
return "strange stick"
|
||||
}
|
||||
return baseWsInfo[w].Name
|
||||
}
|
||||
|
||||
// Coord is a position on the level (rogue.h coord). A value type: the C
|
||||
// ce(a,b) macro is plain == here.
|
||||
type Coord struct {
|
||||
@@ -425,6 +398,7 @@ func CTRL(c byte) byte { return c & 0o37 }
|
||||
func distance(y1, x1, y2, x2 int) int {
|
||||
dx := x2 - x1
|
||||
dy := y2 - y1
|
||||
|
||||
return dx*dx + dy*dy
|
||||
}
|
||||
|
||||
@@ -439,5 +413,6 @@ func sign(nm int) int {
|
||||
case nm > 0:
|
||||
return 1
|
||||
}
|
||||
|
||||
return 0
|
||||
}
|
||||
|
||||
117
game/weapons.go
117
game/weapons.go
@@ -9,13 +9,15 @@ 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 {
|
||||
obj, ok := g.promptPackItem("throw", KindWeapon)
|
||||
if !ok {
|
||||
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
|
||||
@@ -33,51 +35,64 @@ func (g *RogueGame) doMotion(obj *Object, ydelta, xdelta int) {
|
||||
// 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)
|
||||
}
|
||||
g.eraseFlight(obj, p.Pos)
|
||||
// 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
|
||||
if !stepOk(ch) || ch == Door {
|
||||
break
|
||||
}
|
||||
// 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()
|
||||
}
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
// eraseFlight erases a flying object from its current square, unless it
|
||||
// still sits on the hero (the erase step of weapons.c do_motion).
|
||||
func (g *RogueGame) eraseFlight(obj *Object, heroPos Coord) {
|
||||
if obj.Pos == heroPos || !g.canSee(obj.Pos.Y, obj.Pos.X) || g.Options.Terse {
|
||||
return
|
||||
}
|
||||
|
||||
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)
|
||||
}
|
||||
|
||||
// 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 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)
|
||||
|
||||
g.Level.AddObject(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)
|
||||
}
|
||||
@@ -92,56 +107,58 @@ func (g *RogueGame) hitMonster(mp Coord, obj *Object) bool {
|
||||
// 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 {
|
||||
|
||||
obj, ok := g.promptPackItem("wield", KindWeapon)
|
||||
if !ok {
|
||||
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 ")
|
||||
if g.isCurrent(obj) {
|
||||
g.After = false
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
sp := g.inventoryName(obj, true)
|
||||
p.CurWeapon = obj
|
||||
|
||||
if !g.Options.Terse {
|
||||
g.addmsgf("you are now ")
|
||||
}
|
||||
|
||||
g.msg("wielding %s (%c)", sp, obj.PackCh)
|
||||
}
|
||||
|
||||
// initWeaps is the weapons.c init_dam[] table.
|
||||
var initWeaps = [NumWeaponTypes]struct {
|
||||
// weaponSetup is one row of the weapons.c init_dam[] table (see
|
||||
// gameData.initWeaps).
|
||||
type weaponSetup struct {
|
||||
dam DiceSpec // damage when wielded
|
||||
hrl DiceSpec // damage when thrown
|
||||
launch WeaponKind // launching weapon
|
||||
flags ObjFlags
|
||||
}{
|
||||
{dice("2x4"), dice("1x3"), noWeapon, 0}, // WeaponMace
|
||||
{dice("3x4"), dice("1x2"), noWeapon, 0}, // Long sword
|
||||
{dice("1x1"), dice("1x1"), noWeapon, 0}, // WeaponBow
|
||||
{dice("1x1"), dice("2x3"), WeaponBow, Stackable | Missile}, // WeaponArrow
|
||||
{dice("1x6"), dice("1x4"), noWeapon, Missile}, // WeaponDagger
|
||||
{dice("4x4"), dice("1x2"), noWeapon, 0}, // 2h sword
|
||||
{dice("1x1"), dice("1x3"), noWeapon, Stackable | Missile}, // WeaponDart
|
||||
{dice("1x2"), dice("2x4"), noWeapon, Stackable | Missile}, // Shuriken
|
||||
{dice("2x3"), dice("1x6"), noWeapon, Missile}, // WeaponSpear
|
||||
}
|
||||
|
||||
// initWeapon sets up a new weapon (weapons.c init_weapon).
|
||||
func (g *RogueGame) initWeapon(weap *Object, which WeaponKind) {
|
||||
iwp := &initWeaps[which]
|
||||
iwp := &g.data.initWeaps[which]
|
||||
weap.Kind = KindWeapon
|
||||
weap.Which = int(which)
|
||||
weap.Damage = iwp.dam
|
||||
@@ -149,16 +166,19 @@ func (g *RogueGame) initWeapon(weap *Object, which WeaponKind) {
|
||||
weap.Launch = iwp.launch
|
||||
weap.Flags = iwp.flags
|
||||
weap.HPlus = 0
|
||||
|
||||
weap.DPlus = 0
|
||||
if which == WeaponDagger {
|
||||
|
||||
switch {
|
||||
case which == WeaponDagger:
|
||||
weap.Count = g.rnd(4) + 2
|
||||
weap.Group = g.Items.Group
|
||||
g.Items.Group++
|
||||
} else if weap.Flags.Has(Stackable) {
|
||||
case weap.Flags.Has(Stackable):
|
||||
weap.Count = g.rnd(8) + 8
|
||||
weap.Group = g.Items.Group
|
||||
g.Items.Group++
|
||||
} else {
|
||||
default:
|
||||
weap.Count = 1
|
||||
weap.Group = 0
|
||||
}
|
||||
@@ -170,6 +190,7 @@ func num(n1, n2 int, typ byte) string {
|
||||
if typ == Weapon {
|
||||
out += fmt.Sprintf(",%+d", n2)
|
||||
}
|
||||
|
||||
return out
|
||||
}
|
||||
|
||||
@@ -177,7 +198,9 @@ func num(n1, n2 int, typ byte) string {
|
||||
// (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
|
||||
@@ -187,6 +210,7 @@ func (g *RogueGame) fallpos(pos Coord) (Coord, bool) {
|
||||
y < 0 || x < 0 {
|
||||
continue
|
||||
}
|
||||
|
||||
ch := g.Level.Char(y, x)
|
||||
if ch == Floor || ch == Passage {
|
||||
if cnt++; g.rnd(cnt) == 0 {
|
||||
@@ -196,5 +220,6 @@ func (g *RogueGame) fallpos(pos Coord) (Coord, bool) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return newpos, cnt != 0
|
||||
}
|
||||
|
||||
188
game/wizard.go
188
game/wizard.go
@@ -8,87 +8,117 @@ package game
|
||||
// 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:
|
||||
|
||||
switch obj.Kind {
|
||||
case KindWeapon, KindArmor:
|
||||
g.createWeaponArmor(obj)
|
||||
case KindRing:
|
||||
g.createRing(obj)
|
||||
case KindWand:
|
||||
g.fixStick(obj)
|
||||
case obj.Kind == KindGold:
|
||||
case KindGold:
|
||||
g.msg("how much?")
|
||||
|
||||
buf := ""
|
||||
if g.getStr(&buf, g.scr.Std) == Norm {
|
||||
obj.GoldValue = cAtoi(buf)
|
||||
}
|
||||
}
|
||||
|
||||
g.addPack(obj, false)
|
||||
}
|
||||
|
||||
// createWeaponArmor sets up a wizard-created weapon or armor with an
|
||||
// optional blessing (the weapon/armor arm of wizard.c create_obj).
|
||||
func (g *RogueGame) createWeaponArmor(obj *Object) {
|
||||
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
|
||||
}
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
obj.ArmorClass = g.data.aClass[obj.Which]
|
||||
if bless == '-' {
|
||||
obj.ArmorClass += g.rnd(3) + 1
|
||||
}
|
||||
|
||||
if bless == '+' {
|
||||
obj.ArmorClass -= g.rnd(3) + 1
|
||||
}
|
||||
}
|
||||
|
||||
// createRing sets up a wizard-created ring, prompting for a bonus on
|
||||
// the bonus rings (the ring arm of wizard.c create_obj).
|
||||
func (g *RogueGame) createRing(obj *Object) {
|
||||
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)
|
||||
}
|
||||
}
|
||||
|
||||
// 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 {
|
||||
for x := range NumCols {
|
||||
isReal := g.Level.FlagsAt(y, x).Has(FReal)
|
||||
if !isReal {
|
||||
hw.Standout(true)
|
||||
}
|
||||
|
||||
hw.MvAddCh(y, x, g.Level.Char(y, x))
|
||||
if !real {
|
||||
|
||||
if !isReal {
|
||||
hw.Standout(false)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
g.showWin("---More (level map)---")
|
||||
}
|
||||
|
||||
@@ -97,30 +127,12 @@ 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 {
|
||||
obj, ok := g.whatisPick(insist, kind)
|
||||
if !ok {
|
||||
return
|
||||
}
|
||||
|
||||
@@ -136,7 +148,39 @@ func (g *RogueGame) whatis(insist bool, kind ObjectKind) {
|
||||
case KindRing:
|
||||
setKnow(obj, g.Items.Rings[:])
|
||||
}
|
||||
g.msg("%s", g.invName(obj, false))
|
||||
|
||||
g.msg("%s", g.inventoryName(obj, false))
|
||||
}
|
||||
|
||||
// whatisPick prompts for the item to identify, re-asking until a
|
||||
// matching one is chosen when insist is set; ok is false when the
|
||||
// player gives up (the prompt loop of wizard.c whatis).
|
||||
func (g *RogueGame) whatisPick(insist bool, kind ObjectKind) (*Object, bool) {
|
||||
for {
|
||||
obj, _ := g.promptPackItem("identify", kind)
|
||||
|
||||
if !insist {
|
||||
return obj, obj != nil
|
||||
}
|
||||
|
||||
if g.NObjs == 0 {
|
||||
return nil, false
|
||||
}
|
||||
|
||||
if obj == nil {
|
||||
g.msg("you must identify something")
|
||||
|
||||
continue
|
||||
}
|
||||
|
||||
if !matchesFilter(kind, obj) {
|
||||
g.msg("you must identify a %s", kind)
|
||||
|
||||
continue
|
||||
}
|
||||
|
||||
return obj, true
|
||||
}
|
||||
}
|
||||
|
||||
// setKnow sets things up when we really know what a thing is (wizard.c
|
||||
@@ -154,15 +198,18 @@ func setKnow(obj *Object, info []ObjInfo) {
|
||||
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 {
|
||||
|
||||
c, _ := g.findFloor(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
|
||||
@@ -171,6 +218,7 @@ func (g *RogueGame) teleport() {
|
||||
p.VfHit = 0
|
||||
g.Monsters['F'-'A'].Stats.Dmg = dice("000x0")
|
||||
}
|
||||
|
||||
g.NoMove = 0
|
||||
g.Count = 0
|
||||
g.Running = false
|
||||
|
||||
161
term/tcell.go
161
term/tcell.go
@@ -5,6 +5,8 @@
|
||||
package term
|
||||
|
||||
import (
|
||||
"context"
|
||||
"errors"
|
||||
"fmt"
|
||||
"os"
|
||||
"os/exec"
|
||||
@@ -21,6 +23,9 @@ type Tcell struct {
|
||||
last *game.Window // last rendered window, for resize redraws
|
||||
}
|
||||
|
||||
// ErrScreenTooSmall reports a terminal below the required 80x24.
|
||||
var ErrScreenTooSmall = errors.New("screen too small")
|
||||
|
||||
// New initializes the terminal. The screen must be at least 80x24, as the
|
||||
// C game required.
|
||||
func New() (*Tcell, error) {
|
||||
@@ -28,16 +33,22 @@ func New() (*Tcell, error) {
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
if err := s.Init(); err != nil {
|
||||
return nil, err
|
||||
|
||||
initErr := s.Init()
|
||||
if initErr != nil {
|
||||
return nil, initErr
|
||||
}
|
||||
|
||||
w, h := s.Size()
|
||||
if h < game.NumLines || w < game.NumCols {
|
||||
s.Fini()
|
||||
return nil, fmt.Errorf("sorry, the screen must be at least %dx%d",
|
||||
game.NumLines, game.NumCols)
|
||||
|
||||
return nil, fmt.Errorf("sorry, %w: %dx%d required",
|
||||
ErrScreenTooSmall, game.NumCols, game.NumLines)
|
||||
}
|
||||
|
||||
s.HideCursor()
|
||||
|
||||
return &Tcell{screen: s}, nil
|
||||
}
|
||||
|
||||
@@ -49,17 +60,21 @@ func (t *Tcell) Fini() {
|
||||
// Render blits a game window to the terminal (curses refresh).
|
||||
func (t *Tcell) Render(w *game.Window) {
|
||||
t.last = w
|
||||
|
||||
rows, cols := w.Size()
|
||||
for y := 0; y < rows; y++ {
|
||||
for x := 0; x < cols; x++ {
|
||||
for y := range rows {
|
||||
for x := range cols {
|
||||
ch, standout := w.CellAt(y, x)
|
||||
|
||||
style := tcell.StyleDefault
|
||||
if standout {
|
||||
style = style.Reverse(true)
|
||||
}
|
||||
|
||||
t.screen.SetContent(x, y, rune(ch), nil, style)
|
||||
}
|
||||
}
|
||||
|
||||
t.screen.Show()
|
||||
}
|
||||
|
||||
@@ -74,62 +89,114 @@ func (t *Tcell) ReadChar() byte {
|
||||
t.Render(t.last)
|
||||
}
|
||||
case *tcell.EventKey:
|
||||
switch ev.Key() {
|
||||
case tcell.KeyUp:
|
||||
return 'k'
|
||||
case tcell.KeyDown:
|
||||
return 'j'
|
||||
case tcell.KeyLeft:
|
||||
return 'h'
|
||||
case tcell.KeyRight:
|
||||
return 'l'
|
||||
case tcell.KeyHome:
|
||||
return 'y'
|
||||
case tcell.KeyPgUp:
|
||||
return 'u'
|
||||
case tcell.KeyEnd:
|
||||
return 'b'
|
||||
case tcell.KeyPgDn:
|
||||
return 'n'
|
||||
case tcell.KeyEnter:
|
||||
return '\n'
|
||||
case tcell.KeyEscape:
|
||||
return game.Escape
|
||||
case tcell.KeyBackspace, tcell.KeyBackspace2:
|
||||
return 8
|
||||
case tcell.KeyDelete:
|
||||
return 0x7f
|
||||
case tcell.KeyTab:
|
||||
return '\t'
|
||||
case tcell.KeyCtrlC:
|
||||
return 3
|
||||
default:
|
||||
if ev.Key() >= tcell.KeyCtrlA && ev.Key() <= tcell.KeyCtrlZ {
|
||||
return byte(ev.Key())
|
||||
}
|
||||
if r := ev.Rune(); r > 0 && r < 0x80 {
|
||||
return byte(r)
|
||||
}
|
||||
if b, ok := translateKey(ev); ok {
|
||||
return b
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// translateKey converts a key event to a game input byte; ok is false
|
||||
// for keys the C game does not understand.
|
||||
func translateKey(ev *tcell.EventKey) (byte, bool) {
|
||||
if b, ok := namedKey(ev.Key()); ok {
|
||||
return b, true
|
||||
}
|
||||
|
||||
if ev.Key() >= tcell.KeyCtrlA && ev.Key() <= tcell.KeyCtrlZ {
|
||||
return byte(ev.Key()), true //nolint:gosec // G115: 1..26 fits
|
||||
}
|
||||
|
||||
if r := ev.Rune(); r > 0 && r < 0x80 {
|
||||
return byte(r), true
|
||||
}
|
||||
|
||||
return 0, false
|
||||
}
|
||||
|
||||
// namedKey translates tcell's navigation and editing keys to the single
|
||||
// bytes the C game reads (arrows become hjkl, etc.); ok is false for
|
||||
// keys handled elsewhere.
|
||||
func namedKey(k tcell.Key) (byte, bool) {
|
||||
if b, ok := motionKey(k); ok {
|
||||
return b, true
|
||||
}
|
||||
|
||||
return editingKey(k)
|
||||
}
|
||||
|
||||
// motionKey translates the arrow and paging keys to Rogue's movement
|
||||
// letters (tcell.go ReadChar).
|
||||
func motionKey(k tcell.Key) (byte, bool) {
|
||||
switch k {
|
||||
case tcell.KeyUp:
|
||||
return 'k', true
|
||||
case tcell.KeyDown:
|
||||
return 'j', true
|
||||
case tcell.KeyLeft:
|
||||
return 'h', true
|
||||
case tcell.KeyRight:
|
||||
return 'l', true
|
||||
case tcell.KeyHome:
|
||||
return 'y', true
|
||||
case tcell.KeyPgUp:
|
||||
return 'u', true
|
||||
case tcell.KeyEnd:
|
||||
return 'b', true
|
||||
case tcell.KeyPgDn:
|
||||
return 'n', true
|
||||
}
|
||||
|
||||
return 0, false
|
||||
}
|
||||
|
||||
// editingKey translates the editing and control keys to their C0 codes
|
||||
// (tcell.go ReadChar).
|
||||
func editingKey(k tcell.Key) (byte, bool) {
|
||||
switch k {
|
||||
case tcell.KeyEnter:
|
||||
return '\n', true
|
||||
case tcell.KeyEscape:
|
||||
return game.Escape, true
|
||||
case tcell.KeyBackspace, tcell.KeyBackspace2:
|
||||
return 8, true
|
||||
case tcell.KeyDelete:
|
||||
return 0x7f, true
|
||||
case tcell.KeyTab:
|
||||
return '\t', true
|
||||
case tcell.KeyCtrlC:
|
||||
return 3, true
|
||||
}
|
||||
|
||||
return 0, false
|
||||
}
|
||||
|
||||
// ShellEscape suspends the screen and runs the user's shell (main.c
|
||||
// shell + md_shellescape).
|
||||
func (t *Tcell) ShellEscape() {
|
||||
if err := t.screen.Suspend(); err != nil {
|
||||
err := t.screen.Suspend()
|
||||
if err != nil {
|
||||
return
|
||||
}
|
||||
|
||||
shell := os.Getenv("SHELL")
|
||||
if shell == "" {
|
||||
shell = "/bin/sh"
|
||||
}
|
||||
fmt.Println("[Entering shell; exit to return to the game]")
|
||||
cmd := exec.Command(shell)
|
||||
|
||||
_, _ = fmt.Fprintln(os.Stdout,
|
||||
"[Entering shell; exit to return to the game]")
|
||||
|
||||
// The shell session has no deadline by design; Background context.
|
||||
cmd := exec.CommandContext(context.Background(), //nolint:gosec // G204: the user's own $SHELL
|
||||
shell)
|
||||
cmd.Stdin = os.Stdin
|
||||
cmd.Stdout = os.Stdout
|
||||
cmd.Stderr = os.Stderr
|
||||
cmd.Run()
|
||||
t.screen.Resume()
|
||||
_ = cmd.Run() // best effort: the shell is the user's business
|
||||
|
||||
resumeErr := t.screen.Resume()
|
||||
if resumeErr != nil {
|
||||
panic(resumeErr) // terminal resume failure is unrecoverable
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user