18 Commits

Author SHA1 Message Date
acef593288 Merge refactor/god-object-extraction (refactor step 6) 2026-07-07 02:42:18 +02:00
0b56ac8019 Extract MessageLine, Player pack ops, and Level list management
Refactor step 6. MessageLine (was MsgLine) owns the msg/addmsg/endmsg
machinery, wired to its screen, pre---More-- redraw, and input via
attach(); RogueGame keeps one-line msg/addmsgf/endmsg shorthands so
the ~400 call sites are unchanged. Player gains nextPackChar and
removeFromPack (the state half of pack.c leave_pack); leavePack keeps
only the LastPick repeat-command tracking. Level gains ObjectAt
(misc.c find_obj) and AddObject/RemoveObject/AddMonster/RemoveMonster,
replacing direct attach/detach calls on the level lists. Inventory and
pickup UI flows stay on RogueGame: display and orchestration, not
state surgery. Behavior and RNG order unchanged; suite green.
2026-07-07 02:42:18 +02:00
a094f7c6c3 Merge refactor/fix-nonamedreturns 2026-07-07 02:35:18 +02:00
0caaa14198 Drop unused named return on moveMonster (nonamedreturns) 2026-07-07 02:35:18 +02:00
d3ef07cfa7 Merge refactor/item-combat-ui-renames (refactor step 5) 2026-07-07 02:34:32 +02:00
f432c8718c Rename getDir to promptDirection; rotate TODO (step 5 done) 2026-07-07 02:34:32 +02:00
ae79fd5e84 Rename combat methods; -1 status codes become named bool results
Refactor step 5, combat: rollEm→rollAttacks; attack, moveMonster, and
chaseStep return (removed bool) instead of the C -1/0 int codes.
Behavior unchanged; suite green.
2026-07-07 02:33:15 +02:00
6d798c56ed Rename item-subsystem methods (refactor step 5, items)
getItem→promptPackItem now returns (obj, ok) instead of a nil-signaling
pointer; invName→inventoryName; doPot→applyPotionFuse. C breadcrumbs
kept. Behavior unchanged; suite green.
2026-07-07 02:31:38 +02:00
0554f5d4f1 Merge refactor/movement-renames (refactor step 4) 2026-07-07 02:29:06 +02:00
6850c87ae7 Rename movement/world methods to idiomatic Go; remove all gotos
Refactor step 4. Renames (C breadcrumbs kept in doc comments):
doMove→moveHero, beTrapped→springTrap, rndmove→randomStep,
doRooms→digRooms, doPassages→digPassages, doMaze→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 are gone: moveHero uses a retry loop with the
PASSGO corner logic extracted into passageTurn; dispatch re-dispatches
via a loop; chaseStep re-checks via a loop; saveGame uses a labeled
prompt loop. Control flow and RNG call order are unchanged; suite
green.
2026-07-07 02:29:06 +02:00
65a1cd68b8 Merge refactor/drop-unused-nolints 2026-07-07 02:17:25 +02:00
525465a68b Drop two unused gosec nolint directives in chooseSeed
The 0x7fffffff mask makes both int32 conversions provably safe, so
G115 never fired; nolintlint flags the directives as unused.
2026-07-07 02:17:25 +02:00
a49d857970 Merge refactor/lint-mnd-disable (mnd disabled per approval) 2026-07-07 02:16:38 +02:00
32067eb318 Disable mnd with sneak's approval (2026-07-07)
The 289 findings are C-faithful gameplay literals (probability rolls,
damage spreads, screen coordinates); naming them would invent constants
the C never had and hurt greppability against the reference sources.
2026-07-07 02:16:38 +02:00
d6aa74d9f1 Merge refactor/no-package-globals (all globals into gameData, lint adoption done) 2026-07-07 02:11:04 +02:00
a8feb6c05d Move all package-level vars into gameData; finish lint adoption
gochecknoglobals: all 37 package-level tables consolidated into the
gameData struct (game/tables.go), built by newGameData() and carried
on RogueGame as g.data (set in NewGame and Restore). ObjectKind
Glyph()/objectKindForGlyph are now switches; the table-reading subtype
Stringer methods are gone; isMagic is a RogueGame method.

goconst: repeated words named (potionName/scrollName/ringName/goldName
in object.go, wandName/staffName in sticks.go, ripWall in tables.go).

exhaustive, testpackage: disabled in .golangci.yml with sneak's
approval (2026-07-07).

Also reverts misspell's silent corruption of the "ther" scroll-name
syllable (it had become "there", changing generated scroll names vs C).

Remaining red: cyclop/gocognit/nestif until refactor step 7; mnd
awaits a ruling. TODO.md rotated; MEMORY.md lint notes updated.
2026-07-07 02:10:58 +02:00
50afbec8e3 Merge refactor/lint-adoption (house lint config, findings fixed) 2026-07-07 00:03:45 +02:00
5ba9fe8f66 Adopt house golangci-lint config; fix all approved-linter findings
.golangci.yml is the prompts-repo standard verbatim plus one approved
exception (paralleltest, sneak 2026-07-06). Roughly 1,500 findings
fixed:

- autofix sweep (wsl_v5/nlreturn/intrange/modernize formatting), with
  the misspell autofix REVERTED where it rewrote authentic C game text
  ("missle vanishes" stays, with nolint and a comment)
- error handling: errcheck sites get real handling — saveFile now
  closes explicitly and removes corrupt saves, scoreboard writes are
  documented best-effort, err113 sentinel errors (ErrSaveOutOfDate,
  ErrScreenTooSmall); panics allowed for unrecoverable states per
  MEMORY.md policy
- gosec: real fixes (ParseInt for SEED, 0600 scorefile) and justified
  per-line nolints for provably-bounded conversions (randomMonsterLetter
  helper collapses eight rnd(26)+'A' sites)
- API tidying from linters: pointer receivers on flag types
  (recvcheck), msg helpers renamed addmsgf/doaddf/Printwf/MvPrintwf
  (goprintffuncname), myExit()/findFloor(monst)/mkGameInput(t) drop
  always-constant params (unparam), gameEnd carries no status
- gocritic/staticcheck: if-else chains to switches, the pack.c
  inventory filter untangled into matchesFilter, main.go split so
  defers run before exit (exitAfterDefer, funlen)
- revive doc comments on all exported flag types/consts/methods

Remaining findings are confined to linters pending sneak's exception
decision (mnd, gochecknoglobals, cyclop, nestif, gocognit, exhaustive,
goconst, testpackage); TODO.md records the state. MEMORY.md added at
repo root as the project's agent working notes.
2026-07-07 00:03:45 +02:00
49 changed files with 3542 additions and 1803 deletions

38
.golangci.yml Normal file
View 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

43
MEMORY.md Normal file
View File

@@ -0,0 +1,43 @@
# 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). Complexity linters (cyclop, gocognit,
nestif) stay enabled and red until refactor step 7 fixes the findings,
per sneak 2026-07-07. 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.

116
TODO.md
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@@ -29,12 +29,64 @@ Refactor ground rules:
# 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).
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. This step also
clears the outstanding cyclop/gocognit/nestif lint findings.
# Completed Steps
- 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
@@ -76,45 +128,27 @@ greenfield code, so no exemptions apply).
# 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
1. 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
2. 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.
3. 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.
4. Verify the seed-compatibility claim against the C reference on
c-master: same seed, same dungeon, same item tables, for several
seeds.
5. Broaden unit test coverage where playtesting finds thin spots
(rings, sticks, wizard commands).
6. Tag a release once a full game (Amulet retrieval and score entry)
completes without defects.
7. 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.
8. Note: this repo is exempt from the standard policy scaffold. Do not
add Makefile, Dockerfile, or REPO_POLICIES.md.

View File

@@ -18,61 +18,45 @@ import (
)
func main() {
os.Exit(run())
}
// run carries the real main so that deferred terminal restoration runs
// before the process exits (os.Exit skips defers).
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,
}
cfg := loadConfig()
if *scores {
g := game.NewGame(cfg)
g.ShowScores()
return
game.NewGame(cfg).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
var g *game.RogueGame
if args := flag.Args(); len(args) == 1 && !*deathDemo {
// restore a saved game
g, err = game.Restore(args[0], cfg)
if err != nil {
t.Fini()
fmt.Fprintln(os.Stderr, err)
os.Exit(1)
return 1
}
} else {
g = game.NewGame(cfg)
@@ -80,22 +64,75 @@ func main() {
if *deathDemo {
g.DeathDemo()
return
return 0
}
// SIGHUP/SIGTERM autosave (save.c auto_save)
installAutosave(g, t)
runErr := g.Run()
if runErr != nil {
t.Fini()
fmt.Fprintln(os.Stderr, runErr)
return 1
}
return 0
}
// loadConfig gathers the game configuration from the environment: home
// directory, ROGUEOPTS, user name, wizard mode, and the dungeon seed
// (main.c's startup).
func loadConfig() game.Config {
home, _ := os.UserHomeDir()
name := ""
u, userErr := user.Current()
if userErr == nil {
name = u.Username
}
wizard := os.Getenv("ROGUE_WIZARD") != ""
return game.Config{
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)
}

View File

@@ -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).

View File

@@ -11,42 +11,51 @@ func (g *RogueGame) runners(int) {
for _, tp := range list {
if !tp.On(Held) && tp.On(Awake) {
origPos := tp.Pos
wastarget := tp.On(Targeted)
if g.moveMonst(tp) == -1 {
if removed := g.moveMonster(tp); removed {
continue
}
if tp.On(Flying) && distCp(g.Player.Pos, tp.Pos) >= 3 {
if g.moveMonst(tp) == -1 {
if removed := g.moveMonster(tp); removed {
continue
}
}
if wastarget && origPos != tp.Pos {
tp.Flags.Clear(Targeted)
g.ToDeath = false
}
}
}
if g.HasHit {
g.endmsg()
g.HasHit = false
}
}
// moveMonst executes a single turn of running for a monster (chase.c
// move_monst). Returns -1 if the monster died or left the level.
func (g *RogueGame) moveMonst(tp *Monster) int {
// 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 +63,21 @@ 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) {
@@ -75,9 +87,10 @@ 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 {
// chaseStep makes one thing chase another (chase.c do_chase). removed
// reports that the chaser died or left the level in the attempt (the C
// -1 return).
func (g *RogueGame) chaseStep(th *Monster) (removed bool) {
p := &g.Player
stoprun := false // true means we are there
mindist := 32767
@@ -86,56 +99,67 @@ func (g *RogueGame) doChase(th *Monster) int {
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
var this Coord
over:
// If the object of our desire is in a different room, and we are not
// in a corridor, run to the door nearest to our goal.
if rer != ree {
for i := range rer.Exits {
curdist := distCp(*th.Dest, rer.Exits[i])
if curdist < mindist {
this = rer.Exits[i]
mindist = curdist
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 {
for i := range rer.Exits {
curdist := distCp(*th.Dest, rer.Exits[i])
if curdist < mindist {
this = rer.Exits[i]
mindist = curdist
}
}
if door {
rer = &g.Level.Passages[*g.Level.FlagsAt(th.Pos.Y, th.Pos.X)&FPassNum]
door = false
continue // the C goto over: redo with the passage as room
}
} else {
this = *th.Dest
// For dragons check and see if (a) the hero is on a straight
// line from it, and (b) that it is within shooting distance,
// but outside of striking range.
if th.Type == 'D' && (th.Pos.Y == p.Pos.Y || th.Pos.X == p.Pos.X ||
abs(th.Pos.Y-p.Pos.Y) == abs(th.Pos.X-p.Pos.X)) &&
distCp(th.Pos, p.Pos) <= BoltLength*BoltLength &&
!th.On(Cancelled) && g.rnd(dragonShot) == 0 {
g.Delta.Y = sign(p.Pos.Y - th.Pos.Y)
g.Delta.X = sign(p.Pos.X - th.Pos.X)
if g.HasHit {
g.endmsg()
}
g.fireBolt(th.Pos, &g.Delta, "flame")
g.Running = false
g.Count = 0
g.Quiet = 0
if g.ToDeath && !th.On(Targeted) {
g.ToDeath = false
g.Kamikaze = false
}
return false
}
}
if door {
rer = &g.Level.Passages[*g.Level.FlagsAt(th.Pos.Y, th.Pos.X)&FPassNum]
door = false
goto over
}
} else {
this = *th.Dest
// For dragons check and see if (a) the hero is on a straight line
// from it, and (b) that it is within shooting distance, but
// outside of striking range.
if th.Type == 'D' && (th.Pos.Y == p.Pos.Y || th.Pos.X == p.Pos.X ||
abs(th.Pos.Y-p.Pos.Y) == abs(th.Pos.X-p.Pos.X)) &&
distCp(th.Pos, p.Pos) <= BoltLength*BoltLength &&
!th.On(Cancelled) && g.rnd(dragonShot) == 0 {
g.Delta.Y = sign(p.Pos.Y - th.Pos.Y)
g.Delta.X = sign(p.Pos.X - th.Pos.X)
if g.HasHit {
g.endmsg()
}
g.fireBolt(th.Pos, &g.Delta, "flame")
g.Running = false
g.Count = 0
g.Quiet = 0
if g.ToDeath && !th.On(Targeted) {
g.ToDeath = false
g.Kamikaze = false
}
return 0
}
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
@@ -145,32 +169,38 @@ over:
} else if this == *th.Dest {
for _, obj := range g.Level.Objects {
if th.Dest == &obj.Pos {
detachObj(&g.Level.Objects, obj)
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)
}
th.Dest = g.findDest(th)
break
}
}
if th.Type != 'F' {
stoprun = true
}
}
} else {
if th.Type == 'F' {
return 0
return false
}
}
g.relocate(th, g.chRet)
// And stop running if need be
if stoprun && th.Pos == *th.Dest {
th.Flags.Clear(Awake)
}
return 0
return false
}
// chase finds the spot for the chaser to move closer to the chasee
@@ -180,6 +210,7 @@ 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
@@ -188,7 +219,7 @@ 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 {
@@ -206,6 +237,7 @@ func (g *RogueGame) chase(tp *Monster, ee Coord) bool {
if ey >= NumLines-1 {
ey = NumLines - 2
}
ex := er.X + 1
if ex >= NumCols {
ex = NumCols - 1
@@ -215,11 +247,13 @@ func (g *RogueGame) chase(tp *Monster, ee Coord) bool {
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
@@ -227,12 +261,15 @@ func (g *RogueGame) chase(tp *Monster, ee Coord) bool {
// 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
}
@@ -258,15 +295,18 @@ func (g *RogueGame) chase(tp *Monster, ee Coord) bool {
}
}
}
return curdist != 0 && g.chRet != p.Pos
}
// setOldch sets the oldch character for the monster (chase.c set_oldch).
func (g *RogueGame) setOldch(tp *Monster, cp Coord) {
// 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 +324,30 @@ 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 +358,9 @@ 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 +375,7 @@ func (g *RogueGame) roomin(cp Coord) *Room {
}
g.msg("in some bizarre place (%d, %d)", cp.Y, cp.X)
return nil
}
@@ -338,19 +384,22 @@ 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 +408,13 @@ 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 +425,28 @@ 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 {
if g.roomIn(obj.Pos) == tp.Room && g.rnd(100) < prob {
claimed := false
for _, other := range g.Level.Monsters {
if other.Dest == &obj.Pos {
claimed = true
break
}
}
if !claimed {
return &obj.Pos
}
}
}
return &g.Player.Pos
}

View File

@@ -6,6 +6,7 @@ package game
// bracketing (command.c command).
func (g *RogueGame) command() {
p := &g.Player
ntimes := 1 // number of player moves
if p.On(Hasted) {
ntimes++
@@ -13,6 +14,7 @@ func (g *RogueGame) command() {
// Let the daemons start up
g.DoDaemons(Before)
g.DoFuses(Before)
for ; ntimes > 0; ntimes-- {
g.Again = false
if g.HasHit {
@@ -26,29 +28,37 @@ func (g *RogueGame) command() {
}
g.look(true)
if !g.Running {
g.DoorStop = false
}
g.status()
g.LastScore = p.Purse
g.move(p.Pos.Y, p.Pos.X)
if !((g.Running || g.Count != 0) && g.Options.Jump) {
if (!g.Running && g.Count == 0) || !g.Options.Jump {
g.refresh() // draw screen
}
g.Take = 0
g.After = true
// Read command or continue run
if g.Wizard {
g.NoScore = true
}
var ch byte
if g.NoCommand == 0 {
if g.Running || g.ToDeath {
switch {
case g.Running || g.ToDeath:
ch = g.RunCh
} else if g.Count != 0 {
case g.Count != 0:
ch = g.countCh
} else {
default:
ch = g.readchar()
g.MoveOn = false
if g.Msgs.Mpos != 0 { // erase message if its there
g.msg("")
@@ -57,6 +67,7 @@ func (g *RogueGame) command() {
} else {
ch = '.'
}
if g.NoCommand != 0 {
if g.NoCommand--; g.NoCommand == 0 {
p.Flags.Set(Awake)
@@ -67,14 +78,14 @@ func (g *RogueGame) command() {
g.newCount = false
if isDigit(ch) {
g.Count = 0
g.newCount = true
for isDigit(ch) {
g.Count = g.Count*10 + int(ch-'0')
if g.Count > 255 {
g.Count = 255
}
g.Count = min(g.Count*10+int(ch-'0'), 255)
ch = g.readchar()
}
g.countCh = ch
// turn off count for commands which don't make sense
// to repeat
@@ -93,8 +104,9 @@ func (g *RogueGame) command() {
if g.Count != 0 && !g.Running {
g.Count--
}
if ch != 'a' && ch != Escape &&
!(g.Running || g.Count != 0 || g.ToDeath) {
!g.Running && g.Count == 0 && !g.ToDeath {
g.LLastComm = g.LastComm
g.LLastDir = g.LastDir
g.LLastPick = g.LastPick
@@ -102,6 +114,7 @@ func (g *RogueGame) command() {
g.LastDir = 0
g.LastPick = nil
}
g.dispatch(ch)
// turn off flags if no longer needed
if !g.Running {
@@ -112,20 +125,25 @@ func (g *RogueGame) command() {
if g.Take != 0 {
g.pickUp(g.Take)
}
if !g.Running {
g.DoorStop = false
}
if !g.After {
ntimes++
}
}
g.DoDaemons(After)
g.DoFuses(After)
if p.IsRing(Left, RingSearching) {
g.search()
} else if p.IsRing(Left, RingTeleportation) && g.rnd(50) == 0 {
g.teleport()
}
if p.IsRing(Right, RingSearching) {
g.search()
} else if p.IsRing(Right, RingTeleportation) && g.rnd(50) == 0 {
@@ -133,254 +151,280 @@ func (g *RogueGame) command() {
}
}
// dispatch runs one command character (the big switch in command.c,
// including its `goto over` re-dispatch).
// dispatch runs one command character (the big switch in command.c; the
// loop stands in for its `goto over` re-dispatch).
func (g *RogueGame) dispatch(ch byte) {
p := &g.Player
over:
switch ch {
case ',':
var found *Object
for _, obj := range g.Level.Objects {
if obj.Pos.Y == p.Pos.Y && obj.Pos.X == p.Pos.X {
found = obj
for {
switch ch {
case ',':
var found *Object
for _, obj := range g.Level.Objects {
if obj.Pos.Y == p.Pos.Y && obj.Pos.X == p.Pos.X {
found = obj
break
}
}
if found != nil {
if !g.levitCheck() {
g.pickUp(found.Kind.Glyph())
}
} else {
if !g.Options.Terse {
g.addmsgf("there is ")
}
g.addmsgf("nothing here")
if !g.Options.Terse {
g.addmsgf(" to pick up")
}
g.endmsg()
}
case '!':
g.shell()
case 'h':
g.moveHero(0, -1)
case 'j':
g.moveHero(1, 0)
case 'k':
g.moveHero(-1, 0)
case 'l':
g.moveHero(0, 1)
case 'y':
g.moveHero(-1, -1)
case 'u':
g.moveHero(-1, 1)
case 'b':
g.moveHero(1, -1)
case 'n':
g.moveHero(1, 1)
case 'H':
g.startRun('h')
case 'J':
g.startRun('j')
case 'K':
g.startRun('k')
case 'L':
g.startRun('l')
case 'Y':
g.startRun('y')
case 'U':
g.startRun('u')
case 'B':
g.startRun('b')
case 'N':
g.startRun('n')
case CTRL('H'), CTRL('J'), CTRL('K'), CTRL('L'),
CTRL('Y'), CTRL('U'), CTRL('B'), CTRL('N'):
if !p.On(Blind) {
g.DoorStop = true
g.Firstmove = true
}
if g.Count != 0 && !g.newCount {
ch = g.direction
} else {
ch += 'A' - CTRL('A')
g.direction = ch
}
continue // the C goto over: re-dispatch as the run command
case 'F', 'f':
if ch == 'F' {
g.Kamikaze = true
}
if !g.promptDirection() {
g.After = false
break
}
}
if found != nil {
if !g.levitCheck() {
g.pickUp(found.Kind.Glyph())
}
} else {
if !g.Options.Terse {
g.addmsg("there is ")
}
g.addmsg("nothing here")
if !g.Options.Terse {
g.addmsg(" to pick up")
}
g.endmsg()
}
case '!':
g.shell()
case 'h':
g.doMove(0, -1)
case 'j':
g.doMove(1, 0)
case 'k':
g.doMove(-1, 0)
case 'l':
g.doMove(0, 1)
case 'y':
g.doMove(-1, -1)
case 'u':
g.doMove(-1, 1)
case 'b':
g.doMove(1, -1)
case 'n':
g.doMove(1, 1)
case 'H':
g.doRun('h')
case 'J':
g.doRun('j')
case 'K':
g.doRun('k')
case 'L':
g.doRun('l')
case 'Y':
g.doRun('y')
case 'U':
g.doRun('u')
case 'B':
g.doRun('b')
case 'N':
g.doRun('n')
case CTRL('H'), CTRL('J'), CTRL('K'), CTRL('L'),
CTRL('Y'), CTRL('U'), CTRL('B'), CTRL('N'):
if !p.On(Blind) {
g.DoorStop = true
g.Firstmove = true
}
if g.Count != 0 && !g.newCount {
ch = g.direction
} else {
ch += 'A' - CTRL('A')
g.direction = ch
}
goto over
case 'F', 'f':
if ch == 'F' {
g.Kamikaze = true
}
if !g.getDir() {
g.After = false
break
}
g.Delta.Y += p.Pos.Y
g.Delta.X += p.Pos.X
mp := g.Level.MonsterAt(g.Delta.Y, g.Delta.X)
if mp == nil || (!g.seeMonst(mp) && !p.On(SenseMonsters)) {
if !g.Options.Terse {
g.addmsg("I see ")
}
g.msg("no monster there")
g.After = false
} else if g.diagOk(p.Pos, g.Delta) {
g.ToDeath = true
g.MaxHit = 0
mp.Flags.Set(Targeted)
g.RunCh = g.DirCh
ch = g.DirCh
goto over
}
case 't':
if !g.getDir() {
g.After = false
} else {
g.missile(g.Delta.Y, g.Delta.X)
}
case 'a':
if g.LastComm == 0 {
g.msg("you haven't typed a command yet")
g.After = false
} else {
ch = g.LastComm
g.Again = true
goto over
}
case 'q':
g.quaff()
case 'Q':
g.After = false
g.QComm = true
g.quit(0)
g.QComm = false
case 'i':
g.After = false
g.inventory(p.Pack, 0)
case 'I':
g.After = false
g.pickyInven()
case 'd':
g.dropIt()
case 'r':
g.readScroll()
case 'e':
g.eat()
case 'w':
g.wield()
case 'W':
g.wear()
case 'T':
g.takeOff()
case 'P':
g.ringOn()
case 'R':
g.ringOff()
case 'o':
g.option()
g.After = false
case 'c':
g.call()
g.After = false
case '>':
g.After = false
g.dLevel()
case '<':
g.After = false
g.uLevel()
case '?':
g.After = false
g.help()
case '/':
g.After = false
g.identify()
case 's':
g.search()
case 'z':
if g.getDir() {
g.doZap()
} else {
g.After = false
}
case 'D':
g.After = false
g.discovered()
case CTRL('P'):
g.After = false
g.msg("%s", g.Msgs.Huh)
case CTRL('R'):
g.After = false
g.refresh()
case 'v':
g.After = false
g.msg("version %s. (mctesq was here)", Release)
case 'S':
g.After = false
g.saveGame()
case '.':
// rest command
case ' ':
g.After = false // "legal" illegal command
case '^':
g.After = false
if g.getDir() {
g.Delta.Y += p.Pos.Y
g.Delta.X += p.Pos.X
fp := g.Level.FlagsAt(g.Delta.Y, g.Delta.X)
if !g.Options.Terse {
g.addmsg("You have found ")
mp := g.Level.MonsterAt(g.Delta.Y, g.Delta.X)
if mp == nil || (!g.seeMonst(mp) && !p.On(SenseMonsters)) {
if !g.Options.Terse {
g.addmsgf("I see ")
}
g.msg("no monster there")
g.After = false
} else if g.diagOk(p.Pos, g.Delta) {
g.ToDeath = true
g.MaxHit = 0
mp.Flags.Set(Targeted)
g.RunCh = g.DirCh
ch = g.DirCh
continue // the C goto over: fight by running at it
}
if g.Level.Char(g.Delta.Y, g.Delta.X) != Trap {
g.msg("no trap there")
} else if p.On(Hallucinating) {
g.msg("%s", trName[g.rnd(NumTrapTypes)])
case 't':
if !g.promptDirection() {
g.After = false
} else {
g.msg("%s", trName[*fp&FTrapMask])
fp.Set(FSeen)
g.missile(g.Delta.Y, g.Delta.X)
}
case 'a':
if g.LastComm == 0 {
g.msg("you haven't typed a command yet")
g.After = false
} else {
ch = g.LastComm
g.Again = true
continue // the C goto over: replay the last command
}
case 'q':
g.quaff()
case 'Q':
g.After = false
g.QComm = true
g.quit(0)
g.QComm = false
case 'i':
g.After = false
g.inventory(p.Pack, 0)
case 'I':
g.After = false
g.pickyInven()
case 'd':
g.dropIt()
case 'r':
g.readScroll()
case 'e':
g.eat()
case 'w':
g.wield()
case 'W':
g.wear()
case 'T':
g.takeOff()
case 'P':
g.ringOn()
case 'R':
g.ringOff()
case 'o':
g.option()
g.After = false
case 'c':
g.call()
g.After = false
case '>':
g.After = false
g.dLevel()
case '<':
g.After = false
g.uLevel()
case '?':
g.After = false
g.help()
case '/':
g.After = false
g.identify()
case 's':
g.search()
case 'z':
if g.promptDirection() {
g.doZap()
} else {
g.After = false
}
case 'D':
g.After = false
g.discovered()
case CTRL('P'):
g.After = false
g.msg("%s", g.Msgs.Huh)
case CTRL('R'):
g.After = false
g.refresh()
case 'v':
g.After = false
g.msg("version %s. (mctesq was here)", Release)
case 'S':
g.After = false
g.saveGame()
case '.':
// rest command
case ' ':
g.After = false // "legal" illegal command
case '^':
g.After = false
if g.promptDirection() {
g.Delta.Y += p.Pos.Y
g.Delta.X += p.Pos.X
fp := g.Level.FlagsAt(g.Delta.Y, g.Delta.X)
if !g.Options.Terse {
g.addmsgf("You have found ")
}
switch {
case g.Level.Char(g.Delta.Y, g.Delta.X) != Trap:
g.msg("no trap there")
case p.On(Hallucinating):
g.msg("%s", g.data.trName[g.rnd(NumTrapTypes)])
default:
g.msg("%s", g.data.trName[*fp&FTrapMask])
fp.Set(FSeen)
}
}
case Escape: // escape
g.DoorStop = false
g.Count = 0
g.After = false
g.Again = false
case 'm':
g.MoveOn = true
if !g.promptDirection() {
g.After = false
} else {
ch = g.DirCh
g.countCh = g.DirCh
continue // the C goto over: move onto it without pickup
}
case ')':
g.current(p.CurWeapon, "wielding", "")
case ']':
g.current(p.CurArmor, "wearing", "")
case '=':
g.current(p.CurRing[Left], "wearing",
g.chooseTerse("(L)", "on left hand"))
g.current(p.CurRing[Right], "wearing",
g.chooseTerse("(R)", "on right hand"))
case '@':
g.StatMsg = true
g.status()
g.StatMsg = false
g.After = false
default:
g.After = false
if g.Wizard {
g.wizardCommand(ch)
} else {
g.illcom(ch)
}
}
case Escape: // escape
g.DoorStop = false
g.Count = 0
g.After = false
g.Again = false
case 'm':
g.MoveOn = true
if !g.getDir() {
g.After = false
} else {
ch = g.DirCh
g.countCh = g.DirCh
goto over
}
case ')':
g.current(p.CurWeapon, "wielding", "")
case ']':
g.current(p.CurArmor, "wearing", "")
case '=':
g.current(p.CurRing[Left], "wearing",
g.chooseTerse("(L)", "on left hand"))
g.current(p.CurRing[Right], "wearing",
g.chooseTerse("(R)", "on right hand"))
case '@':
g.StatMsg = true
g.status()
g.StatMsg = false
g.After = false
default:
g.After = false
if g.Wizard {
g.wizardCommand(ch)
} else {
g.illcom(ch)
}
return
}
}
// wizardCommand handles the MASTER debug commands (command.c).
func (g *RogueGame) wizardCommand(ch byte) {
p := &g.Player
switch ch {
case '|':
g.msg("@ %d,%d", p.Pos.Y, p.Pos.X)
@@ -409,7 +453,7 @@ func (g *RogueGame) wizardCommand(ch byte) {
case CTRL('X'):
g.turnSee(p.On(SenseMonsters))
case CTRL('~'):
if item := g.getItem("charge", KindWand); item != nil {
if item, ok := g.promptPackItem("charge", KindWand); ok {
item.Charges = 10000
}
case CTRL('I'):
@@ -452,62 +496,81 @@ func (g *RogueGame) search() {
p := &g.Player
ey := p.Pos.Y + 1
ex := p.Pos.X + 1
probinc := 0
if p.On(Hallucinating) {
probinc = 3
}
if p.On(Blind) {
probinc += 2
}
found := false
for y := p.Pos.Y - 1; y <= ey; y++ {
for x := p.Pos.X - 1; x <= ex; x++ {
if y == p.Pos.Y && x == p.Pos.X {
continue
}
fp := g.Level.FlagsAt(y, x)
if fp.Has(FReal) {
continue
}
foundone := false
switch g.Level.Char(y, x) {
case '|', '-':
if g.rnd(5+probinc) != 0 {
break
}
g.Level.SetChar(y, x, Door)
g.msg("a secret door")
foundone = true
case Floor:
if g.rnd(2+probinc) != 0 {
break
}
g.Level.SetChar(y, x, Trap)
if !g.Options.Terse {
g.addmsg("you found ")
g.addmsgf("you found ")
}
if p.On(Hallucinating) {
g.msg("%s", trName[g.rnd(NumTrapTypes)])
g.msg("%s", g.data.trName[g.rnd(NumTrapTypes)])
} else {
g.msg("%s", trName[*fp&FTrapMask])
g.msg("%s", g.data.trName[*fp&FTrapMask])
fp.Set(FSeen)
}
foundone = true
case ' ':
if g.rnd(3+probinc) != 0 {
break
}
g.Level.SetChar(y, x, Passage)
foundone = true
}
if foundone {
found = true
fp.Set(FReal)
g.Count = 0
g.Running = false
}
}
}
if found {
g.look(false)
}
@@ -523,28 +586,35 @@ func (g *RogueGame) help() {
// typed a funny character.
if helpch != '*' {
g.move(0, 0)
for _, strp := range helpStr {
for _, strp := range g.data.helpStr {
if strp.Ch == helpch {
g.Msgs.LowerMsg = true
g.msg("%s%s", unctrl(strp.Ch), strp.Desc)
g.Msgs.LowerMsg = false
return
}
}
g.msg("unknown character '%s'", unctrl(helpch))
return
}
// Here we print help for everything, then wait before we return to
// command mode.
numprint := 0
for _, strp := range helpStr {
for _, strp := range g.data.helpStr {
if strp.Print {
numprint++
}
}
if numprint&1 == 1 { // round odd numbers up
numprint++
}
numprint /= 2
if numprint > NumLines-1 {
numprint = NumLines - 1
@@ -552,24 +622,32 @@ func (g *RogueGame) help() {
hw := g.scr.Hw
hw.Clear()
cnt := 0
for _, strp := range helpStr {
for _, strp := range g.data.helpStr {
if !strp.Print {
continue
}
x := 0
if cnt >= numprint {
x = NumCols / 2
}
hw.Move(cnt%numprint, x)
if strp.Ch != 0 {
hw.AddStr(unctrl(strp.Ch))
}
hw.AddStr(strp.Desc)
if cnt++; cnt >= numprint*2 {
break
}
}
hw.MvAddStr(NumLines-1, 0, "--Press space to continue--")
g.scr.RefreshWin(hw)
g.waitFor(' ')
@@ -577,49 +655,33 @@ func (g *RogueGame) help() {
g.refresh()
}
// identList is command.c's static ident_list.
var identList = []helpEntry{
{'|', "wall of a room", false},
{'-', "wall of a room", false},
{Gold, "gold", false},
{Stairs, "a staircase", false},
{Door, "door", false},
{Floor, "room floor", false},
{PlayerCh, "you", false},
{Passage, "passage", false},
{Trap, "trap", false},
{Potion, "potion", false},
{Scroll, "scroll", false},
{Food, "food", false},
{Weapon, "weapon", false},
{' ', "solid rock", false},
{Armor, "armor", false},
{Amulet, "the Amulet of Yendor", false},
{Ring, "ring", false},
{Stick, "wand or staff", false},
}
// identify tells the player what a certain thing is (command.c identify).
func (g *RogueGame) identify() {
g.msg("what do you want identified? ")
ch := g.readchar()
g.Msgs.Mpos = 0
if ch == Escape {
g.msg("")
return
}
var str string
if isUpper(ch) {
str = g.Monsters[ch-'A'].Name
} else {
str = "unknown character"
for _, hp := range identList {
for _, hp := range g.data.identList {
if hp.Ch == ch {
str = hp.Desc
break
}
}
}
g.msg("'%s': %s", unctrl(ch), str)
}
@@ -628,6 +690,7 @@ func (g *RogueGame) dLevel() {
if g.levitCheck() {
return
}
if g.Level.Char(g.Player.Pos.Y, g.Player.Pos.X) != Stairs {
g.msg("I see no way down")
} else {
@@ -642,12 +705,14 @@ func (g *RogueGame) uLevel() {
if g.levitCheck() {
return
}
if g.Level.Char(g.Player.Pos.Y, g.Player.Pos.X) == Stairs {
if g.HasAmulet {
g.Depth--
if g.Depth == 0 {
g.totalWinner()
}
g.NewLevel()
g.msg("you feel a wrenching sensation in your gut")
} else {
@@ -664,23 +729,30 @@ func (g *RogueGame) levitCheck() bool {
if !g.Player.On(Levitating) {
return false
}
g.msg("You can't. You're floating off the ground!")
return true
}
// call allows a user to call a potion, scroll, or ring something
// (command.c call).
func (g *RogueGame) call() {
obj := g.getItem("call", KindCallable)
obj, ok := g.promptPackItem("call", KindCallable)
// Make certain that it is something that we want to name
if obj == nil {
if !ok {
return
}
var op *ObjInfo
var elsewise string
var know *bool
var guess *string
var (
op *ObjInfo
elsewise string
know *bool
guess *string
)
it := &g.Items
switch obj.Kind {
case KindRing:
op = &it.Rings[obj.Which]
@@ -696,14 +768,18 @@ func (g *RogueGame) call() {
elsewise = it.WandMade[obj.Which]
case KindFood:
g.msg("you can't call that anything")
return
default:
guess = &obj.Label
elsewise = obj.Label
}
fromGuess := false
if op != nil {
know = &op.Know
guess = &op.Guess
if *guess != "" {
elsewise = *guess
@@ -712,16 +788,21 @@ func (g *RogueGame) call() {
} else {
fromGuess = elsewise != "" && elsewise == *guess
}
if know != nil && *know {
g.msg("that has already been identified")
return
}
if fromGuess {
if !g.Options.Terse {
g.addmsg("Was ")
g.addmsgf("Was ")
}
g.msg("called \"%s\"", elsewise)
}
g.msg("%s", g.chooseTerse("call it: ", "what do you want to call it? "))
buf := elsewise
@@ -735,23 +816,29 @@ func (g *RogueGame) current(cur *Object, how, where string) {
g.After = false
if cur != nil {
if !g.Options.Terse {
g.addmsg("you are %s (", how)
g.addmsgf("you are %s (", how)
}
g.InvDescribe = false
g.addmsg("%c) %s", cur.PackCh, g.invName(cur, true))
g.addmsgf("%c) %s", cur.PackCh, g.inventoryName(cur, true))
g.InvDescribe = true
if where != "" {
g.addmsg(" %s", where)
g.addmsgf(" %s", where)
}
g.endmsg()
} else {
if !g.Options.Terse {
g.addmsg("you are ")
g.addmsgf("you are ")
}
g.addmsg("%s nothing", how)
g.addmsgf("%s nothing", how)
if where != "" {
g.addmsg(" %s", where)
g.addmsgf(" %s", where)
}
g.endmsg()
}
}
@@ -762,7 +849,9 @@ func (g *RogueGame) shell() {
g.After = false
if se, ok := g.scr.term.(interface{ ShellEscape() }); ok {
g.InShell = true
se.ShellEscape()
g.InShell = false
g.refresh()
} else {

View File

@@ -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
}
}

View File

@@ -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
}

View File

@@ -45,6 +45,7 @@ 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 +54,20 @@ 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 +87,7 @@ func (g *RogueGame) rollwand(int) {
g.KillDaemon(DRollwand)
g.Fuse(DSwander, 0, wanderTime(g), Before)
}
g.Daemons.Between = 0
}
}
@@ -103,6 +109,7 @@ func (g *RogueGame) unsee(int) {
g.mvaddch(th.Pos.Y, th.Pos.X, th.OldCh)
}
}
g.Player.Flags.Clear(CanSeeInvisible)
}
@@ -112,9 +119,11 @@ 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"))
}
@@ -129,6 +138,7 @@ 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 {
@@ -138,29 +148,36 @@ func (g *RogueGame) stomach(int) {
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(
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"))
} 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",
"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 {
@@ -169,8 +186,10 @@ func (g *RogueGame) stomach(int) {
}
}
}
if p.HungryState != origHungry {
p.Flags.Clear(Awake)
g.Running = false
g.ToDeath = false
g.Count = 0
@@ -193,16 +212,18 @@ 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 {
@@ -214,6 +235,7 @@ func (g *RogueGame) comeDown(int) {
g.standend()
}
}
g.msg("Everything looks SO boring now.")
}
@@ -226,29 +248,31 @@ func (g *RogueGame) visuals(int) {
}
// 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)
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()
}
}

View File

@@ -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()
}

View File

@@ -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)
}
}
}

View File

@@ -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 := NewGame(Config{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")
@@ -129,21 +158,25 @@ 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")
}
@@ -152,18 +185,23 @@ func TestZapSlowMonster(t *testing.T) {
func TestParseOpts(t *testing.T) {
g := NewGame(Config{Seed: 1})
g.ParseOpts("terse,nojump,name=Conan,fruit=mango,inven=slow")
if !g.Options.Terse {
t.Error("terse not set")
}
if g.Options.Jump {
t.Error("nojump not honored")
}
if g.Whoami != "Conan" {
t.Errorf("name = %q", g.Whoami)
}
if g.Fruit != "mango" {
t.Errorf("fruit = %q", g.Fruit)
}
if g.Options.InvType != InvSlow {
t.Errorf("inven = %d", g.Options.InvType)
}

View File

@@ -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
}
@@ -77,42 +47,51 @@ func (g *RogueGame) fight(mp Coord, weap *Object, thrown bool) bool {
// place.
g.Count = 0
g.Quiet = 0
g.runto(mp)
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.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!"))
if !thrown {
return false
}
}
mname := g.setMname(tp)
didHit := false
g.HasHit = g.Options.Terse && !g.ToDeath
if g.rollEm(&p.Creature, &tp.Creature, weap, thrown) {
if g.rollAttacks(&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 {
@@ -121,40 +100,47 @@ func (g *RogueGame) fight(mp Coord, weap *Object, thrown bool) bool {
g.miss("", mname, g.Options.Terse)
}
}
return didHit
}
// attack has the monster attack the player (fight.c attack). Returns -1 if
// the monster removed itself from the level during its own attack.
func (g *RogueGame) attack(mp *Monster) int {
// attack has the monster attack the player (fight.c attack). removed
// reports that the monster took itself off the level during its own
// attack (the C -1 return).
func (g *RogueGame) attack(mp *Monster) (removed 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 g.rollAttacks(&mp.Creature, &p.Creature, nil, false) {
if mp.Type != 'I' {
if g.HasHit {
g.addmsg(". ")
g.addmsgf(". ")
}
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 ...
@@ -163,10 +149,12 @@ func (g *RogueGame) attack(mp *Monster) int {
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':
@@ -175,13 +163,17 @@ func (g *RogueGame) attack(mp *Monster) int {
case 'I':
// The ice monster freezes you
p.Flags.Clear(Awake)
if g.NoCommand == 0 {
g.addmsg("you are frozen")
g.addmsgf("you are frozen")
if !g.Options.Terse {
g.addmsg(" by the %s", mname)
g.addmsgf(" by the %s", mname)
}
g.endmsg()
}
g.NoCommand += g.rnd(2) + 2
if g.NoCommand > BoreLevel {
g.death('h')
@@ -190,7 +182,8 @@ func (g *RogueGame) attack(mp *Monster) int {
// Rattlesnakes have poisonous bites
if !g.save(VsPoison) {
if !p.IsWearing(RingSustainStrength) {
g.chgStr(-1)
g.changeStrength(-1)
if !g.Options.Terse {
g.msg("you feel a bite in your leg and now feel weaker")
} else {
@@ -211,36 +204,45 @@ func (g *RogueGame) attack(mp *Monster) int {
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
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")
}
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')
@@ -248,15 +250,20 @@ func (g *RogueGame) attack(mp *Monster) int {
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")
}
@@ -264,66 +271,79 @@ func (g *RogueGame) attack(mp *Monster) int {
// 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() {
g.isMagic(obj) {
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))
g.msg("she stole %s!", g.inventoryName(steal, true))
}
}
}
} else if mp.Type != 'I' {
if g.HasHit {
g.addmsg(". ")
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)
}
if g.Options.FightFlush && !g.ToDeath {
g.flushType()
}
g.Count = 0
g.status()
if removed {
return -1
}
return 0
return removed
}
// 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 {
// rollAttacks rolls several attacks (fight.c roll_em).
func (g *RogueGame) rollAttacks(thatt, thdef *Creature, weap *Object, hurl bool) bool {
p := &g.Player
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) {
@@ -331,12 +351,14 @@ func (g *RogueGame) rollEm(thatt, thdef *Creature, weap *Object, hurl bool) bool
} 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 &&
@@ -354,29 +376,37 @@ func (g *RogueGame) rollEm(thatt, thdef *Creature, weap *Object, hurl bool) bool
if !thdef.Flags.Has(Awake) {
hplus += 4
}
defArm := def.ArmorClass
if def == &p.Stats {
if p.CurArmor != nil {
defArm = p.CurArmor.ArmorClass
}
if p.IsRing(Left, RingProtection) {
defArm -= p.CurRing[Left].Bonus
}
if p.IsRing(Right, RingProtection) {
defArm -= p.CurRing[Right].Bonus
}
}
didHit := false
for _, atk := range attacks {
if g.swing(att.Lvl, defArm, hplus+strPlus[att.Str]) {
if g.swing(att.Lvl, defArm, hplus+g.data.strPlus[att.Str]) {
proll := g.roll(atk.Count, atk.Sides)
damage := dplus + proll + addDam[att.Str]
damage := dplus + proll + g.data.addDam[att.Str]
if damage > 0 {
def.HP -= damage
}
didHit = true
}
}
return didHit
}
@@ -387,7 +417,9 @@ 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 +430,11 @@ func prname(mname string, upper bool) string {
if out == "" {
out = "you"
}
if upper {
out = string(toUpper(out[0])) + out[1:]
}
return out
}
@@ -409,12 +443,15 @@ 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 +462,9 @@ 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 +473,16 @@ 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 +493,24 @@ 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 +521,15 @@ 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 +541,19 @@ 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()
@@ -521,33 +577,40 @@ 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.addmsgf(". Defeated ")
g.HasHit = false
} else {
if !g.Options.Terse {
g.addmsg("you have ")
g.addmsgf("you have ")
}
g.addmsg("defeated ")
g.addmsgf("defeated ")
}
g.msg("%s", mname)
}
// Do adjustments if he went up a level
g.checkLevel()
if g.Options.FightFlush {
g.flushType()
}

View File

@@ -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.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")
}
@@ -61,10 +68,12 @@ 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)
}
@@ -72,15 +81,18 @@ func TestAttackHurtsPlayer(t *testing.T) {
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')
}
@@ -90,16 +102,20 @@ func TestRunnersChaseHero(t *testing.T) {
// 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)
}

View File

@@ -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
@@ -138,6 +138,9 @@ type RogueGame struct {
rogueOpts string // the ROGUEOPTS string, re-parsed by playit as in C
restored bool // game came from a save file; Run skips setup
// data is the game's copy of the static tables (extern.c and friends).
data *gameData
}
// NewGame builds a game from cfg, seeds the RNG, and randomizes the item
@@ -145,6 +148,7 @@ type RogueGame struct {
// and first level arrive with later porting phases).
func NewGame(cfg Config) *RogueGame {
g := &RogueGame{
data: newGameData(),
Rng: &Rng{Seed: cfg.Seed},
Dnum: int(cfg.Seed),
Whoami: cfg.Name,
@@ -165,16 +169,20 @@ func NewGame(cfg Config) *RogueGame {
g.InvDescribe = true
g.Msgs.SaveMsg = true
g.scr = NewScreen(cfg.Term)
g.Msgs.attach(g.scr, g.look, g.readchar)
g.FileName = cfg.Home + "/rogue.save"
g.rogueOpts = cfg.RogueOpts
if cfg.Wizard {
g.Player.Flags.Set(SenseMonsters)
}
if cfg.RogueOpts != "" {
g.ParseOpts(cfg.RogueOpts)
}
g.Monsters = monsterTable
g.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
@@ -186,20 +194,26 @@ 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) {
func (g *RogueGame) Run() error {
// A gameEnd panic is the port's my_exit(): recovering it here makes
// Run return normally (zero values), restoring the terminal via the
// caller's defers.
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
@@ -208,7 +222,9 @@ func (g *RogueGame) Run() (err error) {
g.Fuse(DSwander, 0, wanderTime(g), After)
g.StartDaemon(DStomach, 0, After)
}
g.playit()
return nil
}
@@ -226,10 +242,12 @@ func (g *RogueGame) playit() {
}
g.Oldpos = g.Player.Pos
g.Oldrp = g.roomin(g.Player.Pos)
g.Oldrp = g.roomIn(g.Player.Pos)
for g.Playing {
g.command() // command execution
}
g.endit()
}
@@ -242,7 +260,7 @@ 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 +270,21 @@ 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()

View File

@@ -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
}

View File

@@ -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
@@ -20,52 +22,61 @@ 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()
m.look(false)
m.scr.Std.MvAddStr(0, m.Mpos, "--More--")
m.scr.Refresh()
if !m.MsgEsc {
g.waitFor(' ')
m.waitForSpace()
} else {
for {
ch := g.readchar()
ch := m.readChar()
if ch == ' ' {
break
}
if ch == Escape {
m.buf.Reset()
m.Mpos = 0
m.newpos = 0
return Escape
}
}
@@ -75,29 +86,64 @@ func (g *RogueGame) endmsg() int {
// 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
// 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 +160,10 @@ func (g *RogueGame) readchar() byte {
ch := g.scr.term.ReadChar()
if ch == 3 { // ^C
g.quit(0)
return 27
}
return ch
}
@@ -133,8 +181,6 @@ 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 +192,21 @@ 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 {
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 +225,7 @@ 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)
@@ -183,6 +233,7 @@ func (g *RogueGame) status() {
g.move(StatLine, 0)
g.addstr(line)
}
g.clrtoeol()
g.move(oy, ox)
}
@@ -197,7 +248,11 @@ func (g *RogueGame) waitFor(ch byte) {
}
}
}
for g.readchar() != ch {
for {
if g.readchar() == ch {
return
}
}
}
@@ -221,11 +276,13 @@ 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
}

View File

@@ -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

View File

@@ -10,20 +10,24 @@ func (g *RogueGame) look(wakeup bool) {
hero := p.Pos
passcount := 0
rp := p.Room
if g.Oldpos != hero {
g.eraseLamp(g.Oldpos, g.Oldrp)
g.Oldpos = hero
g.Oldrp = rp
}
ey := hero.Y + 1
ex := hero.X + 1
sx := hero.X - 1
sy := hero.Y - 1
sumhero, diffhero := 0, 0
if g.DoorStop && !g.Firstmove && g.Running {
sumhero = hero.Y + hero.X
diffhero = hero.Y - hero.X
}
pp := g.Level.At(hero.Y, hero.X)
pch := pp.Ch
pfl := pp.Flags
@@ -32,10 +36,12 @@ func (g *RogueGame) look(wakeup bool) {
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
@@ -43,16 +49,19 @@ func (g *RogueGame) look(wakeup bool) {
}
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)) {
@@ -61,25 +70,30 @@ func (g *RogueGame) look(wakeup bool) {
}
tp := pp.Monst
if tp == nil {
switch {
case tp == nil:
ch = g.tripCh(y, x, ch)
} else if p.On(SenseMonsters) && tp.On(Invisible) {
case p.On(SenseMonsters) && tp.On(Invisible):
if g.DoorStop && !g.Firstmove {
g.Running = false
}
continue
} else {
default:
if wakeup {
g.wakeMonster(y, x)
}
if g.seeMonst(tp) {
if p.On(Hallucinating) {
ch = byte(g.rnd(26) + 'A')
ch = g.randomMonsterLetter()
} else {
ch = tp.Disguise
}
}
}
if p.On(Blind) && (y != hero.Y || x != hero.X) {
continue
}
@@ -129,6 +143,7 @@ func (g *RogueGame) look(wakeup bool) {
continue
}
}
switch ch {
case Door:
if x == hero.X || y == hero.Y {
@@ -145,9 +160,11 @@ func (g *RogueGame) look(wakeup bool) {
}
}
}
if g.DoorStop && !g.Firstmove && passcount > 1 {
g.Running = false
}
if !g.Running || !g.Options.Jump {
g.mvaddch(hero.Y, hero.X, PlayerCh)
}
@@ -165,26 +182,30 @@ 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 +219,53 @@ 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 +273,46 @@ 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 +332,29 @@ 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 +364,12 @@ 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 +379,25 @@ 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
@@ -367,8 +407,10 @@ 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}
@@ -389,30 +431,38 @@ func (g *RogueGame) getDir() bool {
case Escape:
g.LastDir = 0
g.resetLast()
return false
default:
g.Msgs.Mpos = 0
g.msg("%s", prompt)
gotit = false
}
if gotit {
break
}
}
g.DirCh = toLower(g.DirCh)
g.LastDir = g.DirCh
g.lastDelt = g.Delta
}
if g.Player.On(Confused) && g.rnd(5) == 0 {
for {
g.Delta.Y = g.rnd(3) - 1
g.Delta.X = g.rnd(3) - 1
if g.Delta.Y != 0 || g.Delta.X != 0 {
break
}
}
}
g.Msgs.Mpos = 0
return true
}
@@ -422,6 +472,7 @@ 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 +482,17 @@ 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 +501,7 @@ func (g *RogueGame) chooseStr(ts, ns string) string {
if g.Player.On(Hallucinating) {
return ts
}
return ns
}
@@ -463,8 +511,10 @@ func unctrl(ch byte) string {
if ch < ' ' {
return "^" + string(ch+'@')
}
if ch == 0x7f {
return "^?"
}
return string(ch)
}

View File

@@ -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
}
@@ -93,34 +88,42 @@ 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 {
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) &&
@@ -128,24 +131,30 @@ func (g *RogueGame) wakeMonster(y, x int) *Monster {
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)
g.addmsgf("%s", mname)
if mname != "it" {
g.addmsg("'")
g.addmsgf("'")
}
g.msg("s gaze has confused you")
}
}
@@ -153,12 +162,14 @@ func (g *RogueGame) wakeMonster(y, x int) *Monster {
// 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
}
@@ -174,6 +185,7 @@ 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 +197,17 @@ 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
}

View File

@@ -2,158 +2,203 @@ 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
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)
for {
// 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
fl PlaceFlags
)
if !hitBound {
if !g.diagOk(p.Pos, nh) {
g.After = false
g.Running = false
return
}
} else if p.On(Held) && ch != 'F' {
g.msg("you are being held")
return
}
}
if hitBound {
ch = ' ' // fall into the wall case below
}
switch ch {
case ' ', '|', '-':
if g.Options.PassGo && g.Running && p.Room.Flags.Has(Gone) &&
!p.On(Blind) {
var b1, b2 bool
switch g.RunCh {
case 'h', 'l':
b1 = p.Pos.Y != 1 && g.turnOk(p.Pos.Y-1, p.Pos.X)
b2 = p.Pos.Y != NumLines-2 && g.turnOk(p.Pos.Y+1, p.Pos.X)
if b1 != b2 {
if b1 {
g.RunCh = 'k'
dy = -1
} else {
g.RunCh = 'j'
dy = 1
}
dx = 0
g.turnref()
nh = Coord{Y: p.Pos.Y + dy, X: p.Pos.X + dx}
goto over
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)
}
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
} else if p.On(Held) && ch != 'F' {
g.msg("you are being held")
return
}
}
if hitBound {
ch = ' ' // fall into the wall case below
}
switch ch {
case ' ', '|', '-':
if turn, ndy, ndx := g.passageTurn(dy, dx); turn {
dy, dx = ndy, ndx
g.turnRefresh()
nh = Coord{Y: p.Pos.Y + dy, X: p.Pos.X + dx}
continue // the C goto over: re-check the turned move
}
g.Running = false
g.After = false
case Door:
g.Running = false
if g.Level.FlagsAt(p.Pos.Y, p.Pos.X).Has(FPassage) {
g.enterRoom(nh)
}
g.finishMove(nh, fl)
case Trap:
tr := g.springTrap(nh)
if tr == TrapDoor || tr == TrapTeleport {
return
}
g.finishMove(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.finishMove(nh, fl)
case Floor:
if !fl.Has(FReal) {
g.springTrap(p.Pos)
}
g.finishMove(nh, fl)
default:
if ch == Stairs {
g.SeenStairs = true
}
g.Running = false
if isUpper(ch) || g.Level.MonsterAt(nh.Y, nh.X) != nil {
g.fight(nh, p.CurWeapon, false)
} else {
if ch != Stairs {
g.Take = ch
}
g.finishMove(nh, fl)
}
}
g.Running = false
g.After = false
case Door:
g.Running = false
if g.Level.FlagsAt(p.Pos.Y, p.Pos.X).Has(FPassage) {
g.enterRoom(nh)
}
g.moveStuff(nh, fl)
case Trap:
tr := g.beTrapped(nh)
if tr == TrapDoor || tr == TrapTeleport {
return
}
g.moveStuff(nh, fl)
case Passage:
// when you're in a corridor, you don't know if you're in a maze
// room or not, and there ain't no way to find out if you're
// leaving a maze room, so it is necessary to always recalculate
// proom.
p.Room = g.roomin(p.Pos)
g.moveStuff(nh, fl)
case Floor:
if !fl.Has(FReal) {
g.beTrapped(p.Pos)
}
g.moveStuff(nh, fl)
default:
if ch == Stairs {
g.SeenStairs = true
}
g.Running = false
if isUpper(ch) || g.Level.MonsterAt(nh.Y, nh.X) != nil {
g.fight(nh, p.CurWeapon, false)
} else {
if ch != Stairs {
g.Take = ch
}
g.moveStuff(nh, fl)
}
return
}
}
// 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
}
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
}
return true, dy, 0
}
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
}
return true, 0, dx
}
}
return false, dy, dx
}
// 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 +206,21 @@ 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 +231,7 @@ 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)) {
@@ -191,18 +241,20 @@ 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++
@@ -216,17 +268,17 @@ func (g *RogueGame) beTrapped(tc Coord) TrapKind {
case 0:
g.msg("you are suddenly in a parallel dimension")
case 1:
g.msg("the light in here suddenly seems %s", rainbow[g.rnd(len(rainbow))])
g.msg("the light in here suddenly seems %s", g.data.rainbow[g.rnd(len(g.data.rainbow))])
case 2:
g.msg("you feel a sting in the side of your neck")
case 3:
g.msg("multi-colored lines swirl around you, then fade")
case 4:
g.msg("a %s light flashes in your eyes", rainbow[g.rnd(len(rainbow))])
g.msg("a %s light flashes in your eyes", g.data.rainbow[g.rnd(len(g.data.rainbow))])
case 5:
g.msg("a spike shoots past your ear!")
case 6:
g.msg("%s sparks dance across your armor", rainbow[g.rnd(len(rainbow))])
g.msg("%s sparks dance across your armor", g.data.rainbow[g.rnd(len(g.data.rainbow))])
case 7:
g.msg("you suddenly feel very thirsty")
case 8:
@@ -234,10 +286,11 @@ func (g *RogueGame) beTrapped(tc Coord) TrapKind {
case 9:
g.msg("time now seems to be going slower")
case 10:
g.msg("you pack turns %s!", rainbow[g.rnd(len(rainbow))])
g.msg("you pack turns %s!", g.data.rainbow[g.rnd(len(g.data.rainbow))])
}
case TrapSleep:
g.NoCommand += g.spread(5) // SLEEPTIME
p.Flags.Clear(Awake)
g.msg("a strange white mist envelops you and you fall asleep")
case TrapArrow:
@@ -271,22 +324,26 @@ func (g *RogueGame) beTrapped(tc Coord) TrapKind {
g.msg("a poisoned dart killed you")
g.death('d')
}
if !p.IsWearing(RingSustainStrength) && !g.save(VsPoison) {
g.chgStr(-1)
g.changeStrength(-1)
}
g.msg("a small dart just hit you in the shoulder")
}
case TrapRust:
g.msg("a gush of water hits you on the head")
g.rustArmor(p.CurArmor)
}
g.flushType()
return tr
}
// rndmove moves in a random direction if the monster/person is confused
// (move.c rndmove).
func (g *RogueGame) rndmove(who *Creature) Coord {
// 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 +353,32 @@ 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 +396,7 @@ 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 {

View File

@@ -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--
}

View File

@@ -7,24 +7,30 @@ import (
func genLevel(t *testing.T, seed int32) *RogueGame {
t.Helper()
g := NewGame(Config{Seed: seed})
g.NewLevel()
return g
}
// renderMap draws the raw level map (not the screen) as text.
func renderMap(g *RogueGame) string {
var sb strings.Builder
for y := 0; y < NumLines; y++ {
for x := 0; x < NumCols; x++ {
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()
}
@@ -44,9 +50,11 @@ func TestNewLevelInvariants(t *testing.T) {
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)
}
@@ -56,6 +64,7 @@ func TestNewLevelInvariants(t *testing.T) {
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)
}
@@ -66,6 +75,7 @@ func TestNewLevelInvariants(t *testing.T) {
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)
}
@@ -87,10 +97,12 @@ func TestNewLevelInvariants(t *testing.T) {
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)
@@ -100,10 +112,12 @@ func TestNewLevelInvariants(t *testing.T) {
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")
@@ -118,6 +132,7 @@ func TestDeeperLevels(t *testing.T) {
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)

View File

@@ -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 +76,44 @@ func (k ObjectKind) String() string {
case KindArmor:
return "suit of armor"
case KindRing:
return "ring"
return ringName
case KindWand:
return "wand or staff"
case KindAmulet:
return "amulet"
case KindGold:
return "gold"
return goldName
case KindRingOrStick:
return "ring, wand or staff"
}
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
}
@@ -148,6 +180,7 @@ func detachObj(list *[]*Object, item *Object) {
for i, o := range *list {
if o == item {
*list = append((*list)[:i], (*list)[i+1:]...)
return
}
}

View File

@@ -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 +199,74 @@ 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 {
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 == ' ') {
if len(buf) >= MaxInp || (!isPrint(c) && c != ' ') {
continue // C beeps here
}
buf = append(buf, c)
win.AddStr(unctrl(c))
win.Clrtoeol()
g.scr.RefreshWin(win)
}
if len(buf) > 0 { // only change option if something has been typed
*opt = strucpy(string(buf))
}
win.MvPrintw(oy, ox, "%s\n", *opt)
win.MvPrintwf(oy, ox, "%s\n", *opt)
g.scr.RefreshWin(win)
if onStd {
g.Msgs.Mpos += len(buf)
}
switch c {
case '-':
return Minus
@@ -250,6 +283,7 @@ func displayStr(buf []byte) string {
for _, c := range buf {
sb.WriteString(unctrl(c))
}
return sb.String()
}
@@ -257,10 +291,12 @@ 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 +312,15 @@ 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
}
@@ -289,20 +329,25 @@ 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 {
@@ -310,10 +355,13 @@ func (g *RogueGame) ParseOpts(str string) {
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:]
@@ -324,17 +372,21 @@ func (g *RogueGame) ParseOpts(str string) {
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 {
for ti, tn := range g.data.invTName {
if strings.HasPrefix(tn, w) {
*op.intP = ti
break
}
}
@@ -342,19 +394,23 @@ func (g *RogueGame) ParseOpts(str string) {
*op.strP = prefix + strucpy(word)
}
}
break
} else if isBoolOpt && strings.HasPrefix(name, "no") &&
strings.HasPrefix(op.name, name[2:]) {
matched = true
*op.boolP = false
break
}
}
_ = matched
// skip to start of next option name
for rest != "" && !isAlpha(rest[0]) {
rest = rest[1:]
}
str = rest
}
}
@@ -365,11 +421,14 @@ 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()
}

View File

@@ -7,29 +7,34 @@ 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.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
}
if len(p.Pack) == 0 {
p.Pack = append(p.Pack, obj)
obj.PackCh = g.packChar()
obj.PackCh = p.nextPackChar()
p.Inpack++
} else {
// Walk the pack looking for the insertion point, keeping items of
@@ -38,9 +43,11 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
// 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
@@ -49,19 +56,23 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
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() {
switch {
case op.Kind.MergesInPack():
if !g.packRoom(fromFloor, obj) {
return
}
op.Count++
obj = op
lp = -1
merged = true
} else if obj.Group != 0 {
case obj.Group != 0:
lp = i
for p.Pack[i].Kind == obj.Kind &&
p.Pack[i].Which == obj.Which &&
@@ -70,24 +81,29 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
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 {
default:
lp = i
}
}
break
}
@@ -95,7 +111,8 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
if !g.packRoom(fromFloor, obj) {
return
}
obj.PackCh = g.packChar()
obj.PackCh = p.nextPackChar()
p.Pack = append(p.Pack[:lp+1],
append([]*Object{obj}, p.Pack[lp+1:]...)...)
}
@@ -117,9 +134,10 @@ 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)
}
}
@@ -129,90 +147,77 @@ 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 {
@@ -227,9 +232,12 @@ func (g *RogueGame) inventory(list []*Object, kind ObjectKind) bool {
g.msg("you don't have anything appropriate")
}
}
return false
}
g.endLine()
return true
}
@@ -240,31 +248,53 @@ 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
@@ -273,50 +303,68 @@ 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); ok reports whether the player chose an item.
func (g *RogueGame) promptPackItem(purpose string, kind ObjectKind) (obj *Object, ok 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
return g.LastPick, true
}
g.msg("you ran out")
return nil
return nil, false
}
for {
if !g.Options.Terse {
g.addmsg("which object do you want to ")
g.addmsgf("which object do you want to ")
}
g.addmsg("%s", purpose)
g.addmsgf("%s", purpose)
if g.Options.Terse {
g.addmsg(" what")
g.addmsgf(" what")
}
g.msg("? (* for list): ")
ch := g.readchar()
g.Msgs.Mpos = 0
@@ -325,22 +373,28 @@ 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))
}
}
@@ -350,15 +404,18 @@ 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 +426,11 @@ func (g *RogueGame) floorCh() byte {
if g.Player.Room.Flags.Has(Gone) {
return Passage
}
if g.showFloor() {
return Floor
}
return ' '
}
@@ -382,6 +441,7 @@ func (g *RogueGame) floorAt() byte {
if ch == Floor {
ch = g.floorCh()
}
return ch
}
@@ -398,5 +458,6 @@ func (g *RogueGame) chooseTerse(terse, verbose string) string {
if g.Options.Terse {
return terse
}
return verbose
}

View File

@@ -2,40 +2,32 @@ 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 {
// find a room to connect with
j := 0
r2 := -1
for i := 0; i < MaxRooms; i++ {
if rdesConn[r1][i] && !ingraph[i] {
for i := range MaxRooms {
if g.data.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
@@ -48,12 +40,13 @@ func (g *RogueGame) doPassages() {
} else {
// otherwise, connect new room to the graph, and draw a tunnel
// to it
ingraph[r2] = true
g.conn(r1, r2)
ingraph[r2] = true //nolint:gosec // G602: rnd(MaxRooms) bounded
g.connectRooms(r1, r2)
isconn[r1][r2] = true
isconn[r2][r1] = true
isconn[r2][r1] = true //nolint:gosec // G602: rnd(MaxRooms) bounded
roomcount++
}
if roomcount >= MaxRooms {
break
}
@@ -66,8 +59,9 @@ func (g *RogueGame) doPassages() {
// find an adjacent room not already connected
j := 0
r2 := -1
for i := 0; i < MaxRooms; i++ {
if rdesConn[r1][i] && !isconn[r1][i] {
for i := range MaxRooms {
if g.data.rdesConn[r1][i] && !isconn[r1][i] {
if j++; g.rnd(j) == 0 {
r2 = i
}
@@ -75,19 +69,23 @@ func (g *RogueGame) doPassages() {
}
// if there is one, connect it and look for the next added passage
if j != 0 {
g.conn(r1, r2)
g.connectRooms(r1, r2)
isconn[r1][r2] = true
isconn[r2][r1] = true
isconn[r2][r1] = true //nolint:gosec // G602: rnd(MaxRooms) bounded
}
}
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
// connectRooms draws a corridor from a room in a certain direction
// (passages.c conn).
func (g *RogueGame) connectRooms(r1, r2 int) {
var (
rm int
direc byte
)
if r1 < r2 {
rm = r1
if r1+1 == r2 {
@@ -103,42 +101,52 @@ func (g *RogueGame) conn(r1, r2 int) {
direc = 'd'
}
}
rpf := &g.Level.Rooms[rm]
// Set up the movement variables, in two cases: first drawing one down.
var rpt *Room
var del, turnDelta, spos, epos Coord
var distance, turnDistance int
var (
rpt *Room
del, turnDelta, spos, epos Coord
distance, turnDistance int
)
if direc == 'd' {
rmt := rm + 3 // room # of dest
rpt = &g.Level.Rooms[rmt] // room pointer of dest
del = Coord{X: 0, Y: 1} // direction of move
spos = rpf.Pos // start of move
epos = rpt.Pos // end of move
if !rpf.Flags.Has(Gone) { // if not gone pick door pos
for {
spos.X = rpf.Pos.X + g.rnd(rpf.Max.X-2) + 1
spos.Y = rpf.Pos.Y + rpf.Max.Y - 1
if !(rpf.Flags.Has(Maze) && !g.Level.FlagsAt(spos.Y, spos.X).Has(FPassage)) {
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)) {
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
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
@@ -146,29 +154,34 @@ func (g *RogueGame) conn(r1, r2 int) {
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)) {
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)) {
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)
}
@@ -180,12 +193,13 @@ func (g *RogueGame) conn(r1, r2 int) {
if !rpf.Flags.Has(Gone) {
g.door(rpf, spos)
} else {
g.putpass(spos)
g.putPassage(spos)
}
if !rpt.Flags.Has(Gone) {
g.door(rpt, epos)
} else {
g.putpass(epos)
g.putPassage(epos)
}
// Get ready to move...
curr := spos
@@ -196,27 +210,31 @@ func (g *RogueGame) conn(r1, r2 int) {
// Check if we are at the turn place, if so do the turn
if distance == turnSpot {
for ; turnDistance > 0; turnDistance-- {
g.putpass(curr)
g.putPassage(curr)
curr.X += turnDelta.X
curr.Y += turnDelta.Y
}
}
// Continue digging along
g.putpass(curr)
g.putPassage(curr)
distance--
}
curr.X += del.X
curr.Y += del.Y
if curr != epos {
g.msg("warning, connectivity problem on this level")
}
}
// putpass adds a passage character or secret passage here (passages.c
// 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 +258,7 @@ func (g *RogueGame) door(rm *Room, cp Coord) {
} else {
pp.Ch = '|'
}
pp.Flags.Clear(FReal)
} else {
pp.Ch = Door
@@ -250,7 +269,7 @@ 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++ {
for x := range NumCols {
pp := g.Level.At(y, x)
if pp.Flags.Has(FPassage) || pp.Ch == Door ||
(!pp.Flags.Has(FReal) && (pp.Ch == '|' || pp.Ch == '-')) {
@@ -258,19 +277,24 @@ func (g *RogueGame) addPass() {
if pp.Flags.Has(FPassage) {
ch = Passage
}
pp.Flags.Set(FSeen)
g.move(y, x)
if pp.Monst != nil {
switch {
case pp.Monst != nil:
pp.Monst.OldCh = pp.Ch
} else if pp.Flags.Has(FReal) {
case pp.Flags.Has(FReal):
g.addch(ch)
} else {
default:
g.standout()
if pp.Flags.Has(FPassage) {
g.addch(Passage)
} else {
g.addch(Door)
}
g.standend()
}
}
@@ -278,32 +302,36 @@ func (g *RogueGame) addPass() {
}
}
// passnum assigns a number to each passageway (passages.c passnum).
func (g *RogueGame) passnum() {
// 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
@@ -317,12 +345,13 @@ func (g *RogueGame) numpass(y, x int) {
} 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 +359,6 @@ func abs(n int) int {
if n < 0 {
return -n
}
return n
}

View File

@@ -13,56 +13,43 @@ 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)
g.applyPotionFuse(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.changeStrength(-(g.rnd(3) + 1))
g.msg("you feel very sick now")
g.comeDown(0)
}
@@ -72,15 +59,17 @@ func (g *RogueGame) quaff() {
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.changeStrength(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"))
@@ -88,24 +77,30 @@ func (g *RogueGame) quaff() {
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() {
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 tp.isMagic() {
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--")
@@ -118,16 +113,21 @@ func (g *RogueGame) quaff() {
if p.On(SenseMonsters) {
g.turnSee(false)
}
g.StartDaemon(DVisuals, 0, Before)
g.SeenStairs = g.seenStairs()
}
g.doPot(PotionLSD, true)
g.applyPotionFuse(PotionLSD, true)
case PotionSeeInvisible:
show := p.On(CanSeeInvisible)
g.doPot(PotionSeeInvisible, false)
g.applyPotionFuse(PotionSeeInvisible, false)
if !show {
g.invisOn()
}
g.sight(0)
case PotionRaiseLevel:
g.Items.Potions[PotionRaiseLevel].Know = true
@@ -139,14 +139,17 @@ func (g *RogueGame) quaff() {
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")
@@ -155,24 +158,30 @@ func (g *RogueGame) quaff() {
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)
g.applyPotionFuse(PotionBlindness, true)
case PotionLevitation:
g.doPot(PotionLevitation, true)
g.applyPotionFuse(PotionLevitation, true)
}
g.status()
// Throw the item away
g.callIt(&g.Items.Potions[obj.Which])
@@ -181,17 +190,18 @@ func (g *RogueGame) quaff() {
// raiseLevel: the guy just magically went up a level (potions.c
// raise_level).
func (g *RogueGame) raiseLevel() {
g.Player.Stats.Exp = eLevels[g.Player.Stats.Lvl-1] + 1
g.Player.Stats.Exp = g.data.eLevels[g.Player.Stats.Lvl-1] + 1
g.checkLevel()
}
// doPot does a potion with standard setup: it uses a fuse and turns on a
// flag (potions.c do_pot).
func (g *RogueGame) doPot(kind PotionKind, knowit bool) {
pp := &pActions[kind]
// 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 +210,28 @@ 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 +239,7 @@ 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)
@@ -236,8 +251,10 @@ 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 {
@@ -247,22 +264,27 @@ func (g *RogueGame) turnSee(turnOff bool) bool {
if !canSee {
g.standout()
}
if !g.Player.On(Hallucinating) {
g.addch(mp.Type)
} else {
g.addch(byte(g.rnd(26) + 'A'))
g.addch(g.randomMonsterLetter())
}
if !canSee {
g.standend()
addNew = true
}
}
}
if turnOff {
g.Player.Flags.Clear(SenseMonsters)
} else {
g.Player.Flags.Set(SenseMonsters)
}
return addNew
}
@@ -271,9 +293,11 @@ func (g *RogueGame) turnSee(turnOff bool) bool {
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 +306,11 @@ 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
}

View File

@@ -7,17 +7,19 @@ 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")
}
return
}
@@ -27,6 +29,7 @@ func (g *RogueGame) ringOn() {
}
var ring int
switch {
case p.CurRing[Left] == nil && p.CurRing[Right] == nil:
if ring = g.gethand(); ring < 0 {
@@ -42,14 +45,16 @@ func (g *RogueGame) ringOn() {
} else {
g.msg("wearing two")
}
return
}
p.CurRing[ring] = obj
// Calculate the effect it has on the poor guy.
switch obj.RingKind() {
case RingAddStrength:
g.chgStr(obj.Bonus)
g.changeStrength(obj.Bonus)
case RingSeeInvisible:
g.invisOn()
case RingAggravateMonsters:
@@ -57,15 +62,18 @@ 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.invName(obj, true), obj.PackCh)
g.msg("%s (%c)", g.inventoryName(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 +81,7 @@ func (g *RogueGame) ringOff() {
} else {
g.msg("you aren't wearing any rings")
}
return
case p.CurRing[Left] == nil:
ring = Right
@@ -83,14 +92,18 @@ 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 +115,22 @@ 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 +139,6 @@ func (g *RogueGame) gethand() int {
}
}
// ringUses is the rings.c ring_eat static uses[] table: how much food each
// ring type uses up per turn (negative = a 1-in-n chance of 1).
var ringUses = [NumRingTypes]int{
1, // R_PROTECT
1, // R_ADDSTR
1, // R_SUSTSTR
-3, // R_SEARCH
-5, // R_SEEINVIS
0, // R_NOP
0, // R_AGGR
-3, // R_ADDHIT
-3, // R_ADDDAM
2, // R_REGEN
-2, // R_DIGEST
0, // R_TELEPORT
1, // R_STEALTH
1, // R_SUSTARM
}
// ringEat reports how much food the ring on the given hand uses up
// (rings.c ring_eat).
func (g *RogueGame) ringEat(hand int) int {
@@ -147,7 +146,8 @@ 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 +155,25 @@ 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 ""
}

View File

@@ -11,67 +11,65 @@ import (
// that Run recovers, so the terminal is restored by normal unwinding.
// gameEnd is the sentinel carried by the panic that replaces my_exit().
type gameEnd struct{ status int }
type gameEnd struct{}
// myExit leaves the process properly (main.c my_exit): it unwinds to Run.
func (g *RogueGame) myExit(st int) {
// Every C caller exited with status 0; abnormal exits panic for real.
func (g *RogueGame) myExit() {
g.Playing = false
panic(gameEnd{status: st})
}
var ripArt = []string{
" __________",
" / \\",
" / REST \\",
" / IN \\",
" / PEACE \\",
" / \\",
" | |",
" | |",
" | killed by a |",
" | |",
" | 1980 |",
" *| * * * | *",
" ________)/\\\\_//(\\/(/\\)/\\//\\/|_)_______",
panic(gameEnd{})
}
// 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 +83,7 @@ func (g *RogueGame) totalWinner() {
p := &g.Player
g.clear()
g.standout()
banner := []string{
" ",
" @ @ @ @ @ @@@ @ @ ",
@@ -100,6 +99,7 @@ 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")
@@ -110,11 +110,14 @@ 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
@@ -125,25 +128,30 @@ func (g *RogueGame) totalWinner() {
case KindArmor:
worth = it.Armors[obj.Which].Worth
worth += (9 - obj.ArmorClass) * 100
worth += 10 * (aClass[obj.Which] - obj.ArmorClass)
worth += 10 * (g.data.aClass[obj.Which] - obj.ArmorClass)
obj.Flags.Set(Known)
case KindScroll:
op := &it.Scrolls[obj.Which]
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 {
@@ -152,67 +160,74 @@ func (g *RogueGame) totalWinner() {
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))
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)
}
// 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},
g.myExit()
}
// 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
}
@@ -224,13 +239,16 @@ func (g *RogueGame) DeathDemo() {
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 +263,6 @@ 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))]
}

View File

@@ -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) }

View File

@@ -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)
}

View File

@@ -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
@@ -32,14 +33,15 @@ 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.
@@ -47,16 +49,19 @@ func (g *RogueGame) doRooms() {
rp.Pos.X = top.X + g.rnd(bsze.X-2) + 1
rp.Pos.Y = top.Y + g.rnd(bsze.Y-2) + 1
rp.Max.X = -NumCols
rp.Max.Y = -NumLines
if rp.Pos.Y > 0 && rp.Pos.Y < NumLines-1 {
break
}
}
continue
}
// set room type
if g.rnd(10) < g.Depth-1 {
rp.Flags.Set(Dark) // dark room
if g.rnd(15) == 0 {
rp.Flags = Maze // maze room
}
@@ -64,10 +69,12 @@ func (g *RogueGame) doRooms() {
// 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--
@@ -77,12 +84,14 @@ func (g *RogueGame) doRooms() {
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) {
@@ -92,16 +101,18 @@ func (g *RogueGame) doRooms() {
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)
g.Level.AddObject(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)
@@ -115,9 +126,11 @@ func (g *RogueGame) doRooms() {
// 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 +158,8 @@ 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] {
@@ -162,7 +175,7 @@ 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)
}
@@ -173,26 +186,34 @@ func (g *RogueGame) dig(y, x int) {
for {
cnt := 0
var nexty, nextx int
for _, cp := range del {
newy := y + cp.Y
newx := x + cp.X
if newy < 0 || newy > m.maxy || newx < 0 || newx > m.maxx {
continue
}
if g.Level.FlagsAt(newy+m.starty, newx+m.startx).Has(FPassage) {
continue
}
if cnt++; g.rnd(cnt) == 0 {
nexty = newy
nextx = newx
}
}
if cnt == 0 {
return
}
g.accntMaze(y, x, nexty, nextx)
g.accntMaze(nexty, nextx, y, x)
g.accountMaze(y, x, nexty, nextx)
g.accountMaze(nexty, nextx, y, x)
var pos Coord
if nexty == y {
pos.Y = y + m.starty
@@ -209,18 +230,19 @@ func (g *RogueGame) dig(y, x int) {
pos.Y = nexty + m.starty - 1
}
}
g.putpass(pos)
g.putPassage(pos)
pos.Y = nexty + m.starty
pos.X = nextx + m.startx
g.putpass(pos)
g.putPassage(pos)
g.dig(nexty, nextx)
}
}
// accntMaze accounts for maze exits (rooms.c accnt_maze).
func (g *RogueGame) accntMaze(y, x, ny, nx int) {
// 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 +255,21 @@ 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
@@ -261,6 +286,7 @@ func (g *RogueGame) findFloorImpl(rp *Room, limit int, monst, pickroom bool) (Co
compchar = Passage
}
}
cnt := limit
for {
if limit != 0 {
@@ -268,14 +294,18 @@ func (g *RogueGame) findFloorImpl(rp *Room, limit int, monst, pickroom bool) (Co
return Coord{}, false
}
}
if pickroom {
rp = &g.Level.Rooms[g.rndRoom()]
rp = &g.Level.Rooms[g.randomRoom()]
compchar = Floor
if rp.Flags.Has(Maze) {
compchar = Passage
}
}
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) {
@@ -291,14 +321,17 @@ 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 {
@@ -335,6 +368,7 @@ func (g *RogueGame) leaveRoom(cp Coord) {
}
var floor byte
switch {
case rp.Flags.Has(Gone):
floor = Passage
@@ -348,6 +382,7 @@ func (g *RogueGame) leaveRoom(cp Coord) {
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 == ' ' {
@@ -361,8 +396,10 @@ func (g *RogueGame) leaveRoom(cp Coord) {
g.standout()
g.addch(ch)
g.standend()
break
}
pp := g.Level.At(y, x)
if pp.Ch == Door {
g.addch(Door)
@@ -373,5 +410,6 @@ func (g *RogueGame) leaveRoom(cp Coord) {
}
}
}
g.doorOpen(rp)
}

View File

@@ -9,21 +9,27 @@ import (
// 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 {
err := g.Run()
if 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++ {
for y := range NumLines {
if strings.Contains(g.scr.Std.Line(y), "Top Ten") {
found = true
}
}
if !found {
t.Error("score list not on screen after quit")
}
@@ -36,17 +42,23 @@ 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 . . ")
moves := []byte("h j k l y u b n s .")
script := make([]byte, 0, len(moves)*200+7)
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 {
err := g.Run()
if err != nil {
t.Fatalf("Run: %v", err)
}
if g.Playing {
t.Error("session did not end")
}
@@ -65,9 +77,12 @@ func TestRunDownStairs(t *testing.T) {
g.StartDaemon(DDoctor, 0, After)
g.Fuse(DSwander, 0, wanderTime(g), After)
g.StartDaemon(DStomach, 0, After)
if err := g.Run(); err != nil {
err := g.Run()
if err != nil {
t.Fatalf("Run: %v", err)
}
if g.Depth != 2 {
t.Errorf("depth = %d after descending, want 2", g.Depth)
}
@@ -79,26 +94,33 @@ 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)
runErr := g.Run()
if runErr != nil {
t.Fatalf("Run: %v", runErr)
}
h, err := Restore(path, Config{Term: &testTerm{}})
if err != nil {
t.Fatalf("Restore: %v", err)
}
if h.Depth != g.Depth || h.Player.Purse != g.Player.Purse {
t.Error("restored game does not match saved game")
}
// The restored game must be playable.
h.scr.term.(*testTerm).input = []byte("..Qy")
if err := h.Run(); err != nil {
t.Fatalf("restored Run: %v", err)
setInput(t, h, []byte("..Qy")...)
restoredErr := h.Run()
if restoredErr != nil {
t.Fatalf("restored Run: %v", restoredErr)
}
}

View File

@@ -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
}
@@ -160,11 +165,13 @@ 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
}
@@ -266,9 +273,11 @@ func (g *RogueGame) snapshot() *SaveState {
for _, o := range m.Pack {
sc.Pack = append(sc.Pack, *o)
}
st.Monsters = append(st.Monsters, sc)
ref := destRef{}
switch {
case m.Dest == nil:
case m.Dest == &p.Pos:
@@ -279,6 +288,7 @@ func (g *RogueGame) snapshot() *SaveState {
ref = destRef{Kind: 2, Idx: mi}
}
}
if ref.Kind == 0 {
for _, oo := range g.Level.Objects {
if m.Dest == &oo.Pos {
@@ -286,6 +296,7 @@ func (g *RogueGame) snapshot() *SaveState {
}
}
}
if ref.Kind == 0 {
for ri := range g.Level.Rooms {
if m.Dest == &g.Level.Rooms[ri].Gold {
@@ -294,8 +305,10 @@ func (g *RogueGame) snapshot() *SaveState {
}
}
}
st.Dests = append(st.Dests, ref)
}
return st
}
@@ -371,15 +384,18 @@ 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)
@@ -400,6 +416,7 @@ func (g *RogueGame) applySnapshot(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,
@@ -409,11 +426,14 @@ 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)
}
for i, ref := range st.Dests {
m := g.Level.Monsters[i]
switch ref.Kind {
case 1:
m.Dest = &p.Pos
@@ -429,119 +449,167 @@ func (g *RogueGame) applySnapshot(st *SaveState) {
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.
// saveGame implements the "save game" command (save.c save_game). The
// labeled prompt loop and the useDefault flag stand 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("")
return
}
if c == 'n' || c == 'N' || c == 'y' || c == 'Y' {
break
}
g.msg("please answer Y or N")
}
if c == 'y' || c == 'Y' {
g.addstr("Yes\n")
g.refresh()
useDefault = true
}
}
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 {
useDefault := false
if g.FileName != "" {
var c byte
for {
g.msg("File exists. Do you wish to overwrite it?")
g.msg("save file (%s)? ", g.FileName)
c = g.readchar()
g.Msgs.Mpos = 0
c := g.readchar()
if c == Escape {
g.msg("")
return
}
if c == 'y' || c == 'Y' {
if c == 'n' || c == 'N' || c == 'y' || c == 'Y' {
break
}
if c == 'n' || c == 'N' {
goto over
}
g.msg("Please answer Y or N")
g.msg("please answer Y or N")
}
if c == 'y' || c == 'Y' {
g.addstr("Yes\n")
g.refresh()
useDefault = true
}
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
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
_, statErr := os.Stat(buf)
if statErr == 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' {
continue prompt // the C goto over: start again
}
g.msg("Please answer Y or N")
}
g.msg("file name: %s", buf)
_ = os.Remove(g.FileName) // best effort, as in C (md_unlink)
}
g.FileName = buf
err := g.saveFile(g.FileName)
if err != nil {
g.msg("%s", err.Error())
continue
}
break prompt
}
break
}
g.myExit(0)
g.myExit()
}
// saveFile writes the saved game (save.c save_file).
// 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)
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,
@@ -550,11 +618,14 @@ func Restore(path string, cfg Config) (*RogueGame, error) {
restored: true,
}
g.scr = NewScreen(cfg.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
}

View File

@@ -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)
@@ -22,8 +23,10 @@ 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{}})
@@ -31,7 +34,8 @@ func TestSaveRestoreRoundTrip(t *testing.T) {
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)")
}
@@ -39,36 +43,46 @@ func TestSaveRestoreRoundTrip(t *testing.T) {
t.Errorf("player state lost: purse=%d food=%d",
h.Player.Purse, h.Player.FoodLeft)
}
if !h.HasAmulet {
t.Error("amulet flag lost")
}
if !h.Items.Potions[PotionHealing].Know {
t.Error("potion identification lost")
}
if h.Items.Scrolls[ScrollMagicMapping].Guess != "map???" {
t.Error("scroll guess lost")
}
if h.Monsters['F'-'A'].Stats.Dmg.String() != "3x1" {
t.Error("mutated bestiary lost")
}
if h.Rng.Seed != g.Rng.Seed {
t.Error("RNG state lost")
}
if renderMap(h) != renderMap(g) {
t.Error("restored level map differs")
}
if len(h.Level.Monsters) != len(g.Level.Monsters) {
t.Fatalf("monster count %d != %d",
len(h.Level.Monsters), len(g.Level.Monsters))
}
if len(g.Level.Monsters) > 0 {
m := h.Level.Monsters[0]
if m.Dest != &h.Player.Pos {
t.Error("monster chase target not re-aliased to the hero")
}
if h.Level.MonsterAt(m.Pos.Y, m.Pos.X) != m {
t.Error("map monster index not rebuilt")
}
if m.Room == nil {
t.Error("monster room pointer not rebuilt")
}
@@ -81,13 +95,17 @@ func TestSaveRestoreRoundTrip(t *testing.T) {
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 +116,24 @@ 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, Config{})
if restoreErr == nil {
t.Error("restore accepted an out-of-date save")
}
}

View File

@@ -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) {
@@ -92,38 +107,47 @@ func (g *RogueGame) score(amount, flags int, monst byte) {
topTen := g.rdScore()
// Insert her in list if need be
ins := -1
if !g.NoScore && flags >= 0 {
uid := os.Getuid()
scp := len(topTen)
for i := range topTen {
if amount > topTen[i].Score {
scp = i
break
} else if !g.AllScore && flags != 2 &&
topTen[i].UID == uid && topTen[i].Flags != 2 {
// only one score per nowin uid
scp = len(topTen)
break
}
}
if scp < len(topTen) {
sc2 := len(topTen) - 1
if flags != 2 && !g.AllScore {
for i := scp; i < len(topTen); i++ {
if topTen[i].UID == uid && topTen[i].Flags != 2 {
sc2 = i
break
}
}
}
for sc2 > scp {
topTen[sc2] = topTen[sc2-1]
sc2--
}
lvl := g.Depth
if flags == 2 {
lvl = g.MaxDepth
}
topTen[scp] = ScoreEnt{
UID: uid,
Score: amount,
@@ -142,43 +166,53 @@ func (g *RogueGame) score(amount, flags int, monst byte) {
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)
scp.Score, scp.Name, g.data.scoreReasons[scp.Flags], scp.Level)
if scp.Flags == 0 || scp.Flags == 3 {
line += fmt.Sprintf(" by %s", g.killname(scp.Monster, true))
line += " by " + 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)
_, _ = fmt.Fprintln(os.Stdout, line) // CLI output
}
}

View File

@@ -37,26 +37,28 @@ 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 +70,7 @@ 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 +87,15 @@ 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 +104,14 @@ 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 +124,7 @@ func (w *Window) Clear() {
for i := range w.cells {
w.cells[i] = cell{ch: ' '}
}
w.cy, w.cx = 0, 0
}
@@ -128,6 +133,7 @@ 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 +144,14 @@ 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 +162,7 @@ func (w *Window) Contents() []byte {
for i, c := range w.cells {
out[i] = c.ch
}
return out
}
@@ -171,12 +179,16 @@ 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 {
@@ -217,7 +229,7 @@ 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) }

View File

@@ -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.
@@ -50,30 +43,39 @@ func (g *RogueGame) readScroll() {
// 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")
g.addmsgf("the monster")
if held > 1 {
g.addmsg("s around you")
g.addmsgf("s around you")
}
g.addmsg(" freeze")
g.addmsgf(" freeze")
if held == 1 {
g.addmsg("s")
g.addmsgf("s")
}
g.endmsg()
g.Items.Scrolls[ScrollHoldMonster].Know = true
} else {
@@ -83,13 +85,16 @@ func (g *RogueGame) readScroll() {
// 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.
@@ -99,16 +104,18 @@ func (g *RogueGame) readScroll() {
// 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 {
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}
}
}
}
}
if i == 0 {
g.msg("you hear a faint cry of anguish in the distance")
} else {
@@ -119,17 +126,18 @@ func (g *RogueGame) readScroll() {
// Identify, let him figure something out
g.Items.Scrolls[obj.Which].Know = true
g.msg("this scroll is an %s scroll", g.Items.Scrolls[obj.Which].Name)
g.whatis(true, idType[obj.ScrollKind()])
g.whatis(true, g.data.idType[obj.ScrollKind()])
case ScrollMagicMapping:
// Scroll of magic mapping.
g.Items.Scrolls[ScrollMagicMapping].Know = true
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++ {
for x := range NumCols {
pp := g.Level.At(y, x)
ch := pp.Ch
pass := false
switch ch {
case Door, Stairs:
case '-', '|':
@@ -168,13 +176,17 @@ func (g *RogueGame) readScroll() {
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
@@ -190,13 +202,17 @@ func (g *RogueGame) readScroll() {
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--")
@@ -206,7 +222,9 @@ func (g *RogueGame) readScroll() {
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
}
@@ -215,11 +233,13 @@ func (g *RogueGame) readScroll() {
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"))
}
@@ -248,6 +268,7 @@ func (g *RogueGame) readScroll() {
g.msg("you feel a strange sense of loss")
}
}
g.look(true) // put the result of the scroll on the screen
g.status()

View File

@@ -4,22 +4,34 @@ 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
@@ -30,10 +42,12 @@ func (g *RogueGame) doZap() {
p.Room.Flags.Clear(Dark)
// Light the room and put the player back up
g.enterRoom(p.Pos)
g.addmsg("the room is lit")
g.addmsgf("the room is lit")
if !g.Options.Terse {
g.addmsg(" by a shimmering %s light", g.pickColor("blue"))
g.addmsgf(" by a shimmering %s light", g.pickColor("blue"))
}
g.endmsg()
}
case WandDrainLife:
@@ -42,42 +56,53 @@ func (g *RogueGame) doZap() {
// 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) {
if g.canSee(y, x) {
g.mvaddch(y, x, tp.OldCh)
}
case WandPolymorph:
pp := tp.Pack
detachMon(&g.Level.Monsters, tp)
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 = byte(g.rnd(26) + 'A')
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
@@ -85,15 +110,17 @@ func (g *RogueGame) doZap() {
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)
newPos, _ = g.findFloor(true)
if newPos != p.Pos {
break
}
@@ -102,6 +129,7 @@ func (g *RogueGame) doZap() {
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)
@@ -114,26 +142,31 @@ func (g *RogueGame) doZap() {
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")
g.msg("missle vanishes") //nolint:misspell // C's spelling, kept faithfully
} else {
g.msg("the missle vanishes with a puff of smoke")
g.msg("the missle vanishes with a puff of smoke") //nolint:misspell // C's spelling
}
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) {
@@ -147,14 +180,17 @@ func (g *RogueGame) doZap() {
} else {
tp.Flags.Set(Slowed)
}
tp.Turn = true
}
g.Delta.Y = y
g.Delta.X = x
g.runto(g.Delta)
g.runTo(g.Delta)
}
case WandLightning, WandFire, WandCold:
var name string
switch obj.WandKind() {
case WandLightning:
name = "bolt"
@@ -163,10 +199,12 @@ func (g *RogueGame) doZap() {
default:
name = "ice"
}
g.fireBolt(p.Pos, &g.Delta, name)
g.Items.Sticks[obj.Which].Know = true
case WandNothing:
}
obj.Charges--
}
@@ -178,8 +216,11 @@ 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 &&
@@ -187,11 +228,14 @@ func (g *RogueGame) drain() {
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
@@ -199,7 +243,7 @@ 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)
}
}
}
@@ -217,7 +261,9 @@ 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 = '/'
@@ -230,10 +276,12 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
case 2, -2:
dirch = '\\'
}
pos := start
hitHero := !fromHero
used := false
changed := false
var spotpos []Coord
for len(spotpos) < BoltLength && !used {
pos.Y += dir.Y
@@ -241,6 +289,7 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
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
@@ -252,37 +301,47 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
case '|', '-', ' ':
bounce = true
}
if bounce {
if !changed {
hitHero = !hitHero
}
changed = false
dir.Y = -dir.Y
dir.X = -dir.X
spotpos = spotpos[:len(spotpos)-1]
g.msg("the %s bounces", name)
continue
}
if tp := g.Level.MonsterAt(pos.Y, pos.X); !hitHero && tp != nil {
hitHero = true
changed = !changed
tp.OldCh = g.Level.Char(pos.Y, pos.X)
if !g.saveThrow(VsMagic, &tp.Stats) {
bolt.Pos = pos
used = true
if tp.Type == 'D' && name == "flame" {
g.addmsg("the flame bounces")
g.addmsgf("the flame bounces")
if !g.Options.Terse {
g.addmsg(" off the dragon")
g.addmsgf(" off the dragon")
}
g.endmsg()
} else {
g.hitMonster(pos, bolt)
}
} else if ch != 'M' || tp.Disguise == 'M' {
if fromHero {
g.runto(pos)
g.runTo(pos)
}
if g.Options.Terse {
g.msg("%s misses", name)
} else {
@@ -292,6 +351,7 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
} 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 {
@@ -300,7 +360,9 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
g.death(g.Level.MonsterAt(start.Y, start.X).Type)
}
}
used = true
if g.Options.Terse {
g.msg("the %s hits", name)
} else {
@@ -310,6 +372,7 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
g.msg("the %s whizzes by you", name)
}
}
g.mvaddch(pos.Y, pos.X, dirch)
g.refresh()
}
@@ -321,11 +384,12 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
// fixStick sets up a new wand or staff (sticks.c fix_stick).
func (g *RogueGame) fixStick(cur *Object) {
if g.Items.WandType[cur.Which] == "staff" {
if g.Items.WandType[cur.Which] == staffName {
cur.Damage = dice("2x3")
} else {
cur.Damage = dice("1x1")
}
cur.HurlDmg = dice("1x1")
switch cur.WandKind() {
@@ -342,8 +406,10 @@ 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)
}

View File

@@ -1,247 +1,11 @@
package game
// This file is the immutable data from extern.c and init.c: tables that are
// never written after program start. Per-game mutable copies (the ObjInfo
// tables, whose probabilities are re-summed and whose Know/Guess fields
// change during play) are cloned into RogueGame.Items by NewGame.
// initStats is the C INIT_STATS: the player's starting statistics.
var initStats = Stats{Str: 16, Exp: 0, Lvl: 1, ArmorClass: 10, HP: 12, Dmg: dice("1x4"), MaxHP: 12}
// aClass is extern.c a_class[]: armor class for each armor type.
var aClass = [NumArmorTypes]int{
8, // LEATHER
7, // RING_MAIL
7, // STUDDED_LEATHER
6, // SCALE_MAIL
5, // CHAIN_MAIL
4, // SPLINT_MAIL
4, // BANDED_MAIL
3, // PLATE_MAIL
}
// eLevels is extern.c e_levels[]: experience thresholds per level; the
// zero terminates the table as in C.
var eLevels = []int{
10, 20, 40, 80, 160, 320, 640, 1300, 2600, 5200, 13000, 26000,
50000, 100000, 200000, 400000, 800000, 2000000, 4000000, 8000000, 0,
}
// trName is extern.c tr_name[]: names of the traps.
var trName = [NumTrapTypes]string{
"a trapdoor",
"an arrow trap",
"a sleeping gas trap",
"a beartrap",
"a teleport trap",
"a poison dart trap",
"a rust trap",
"a mysterious trap",
}
// invTName is extern.c inv_t_name[]: the inventory style names.
var invTName = []string{"Overwrite", "Slow", "Clear"}
// monsterTable is extern.c monsters[26]: all monster kinds, indexed by
// letter - 'A'. Monster strength (XX in C) is always 10; HP (___ in C) is
// rolled from the level at creation time.
var monsterTable = [26]MonsterKind{
/* Name CARRY FLAGS str exp lvl arm hp dmg */
{"aquator", 0, Mean, Stats{10, 20, 5, 2, 1, dice("0x0/0x0"), 0}},
{"bat", 0, Flying, Stats{10, 1, 1, 3, 1, dice("1x2"), 0}},
{"centaur", 15, 0, Stats{10, 17, 4, 4, 1, dice("1x2/1x5/1x5"), 0}},
{"dragon", 100, Mean, Stats{10, 5000, 10, -1, 1, dice("1x8/1x8/3x10"), 0}},
{"emu", 0, Mean, Stats{10, 2, 1, 7, 1, dice("1x2"), 0}},
{"venus flytrap", 0, Mean, Stats{10, 80, 8, 3, 1, dice("%%%x0"), 0}},
{"griffin", 20, Mean | Flying | Regenerates, Stats{10, 2000, 13, 2, 1, dice("4x3/3x5"), 0}},
{"hobgoblin", 0, Mean, Stats{10, 3, 1, 5, 1, dice("1x8"), 0}},
{"ice monster", 0, 0, Stats{10, 5, 1, 9, 1, dice("0x0"), 0}},
{"jabberwock", 70, 0, Stats{10, 3000, 15, 6, 1, dice("2x12/2x4"), 0}},
{"kestrel", 0, Mean | Flying, Stats{10, 1, 1, 7, 1, dice("1x4"), 0}},
{"leprechaun", 0, 0, Stats{10, 10, 3, 8, 1, dice("1x1"), 0}},
{"medusa", 40, Mean, Stats{10, 200, 8, 2, 1, dice("3x4/3x4/2x5"), 0}},
{"nymph", 100, 0, Stats{10, 37, 3, 9, 1, dice("0x0"), 0}},
{"orc", 15, Greedy, Stats{10, 5, 1, 6, 1, dice("1x8"), 0}},
{"phantom", 0, Invisible, Stats{10, 120, 8, 3, 1, dice("4x4"), 0}},
{"quagga", 0, Mean, Stats{10, 15, 3, 3, 1, dice("1x5/1x5"), 0}},
{"rattlesnake", 0, Mean, Stats{10, 9, 2, 3, 1, dice("1x6"), 0}},
{"snake", 0, Mean, Stats{10, 2, 1, 5, 1, dice("1x3"), 0}},
{"troll", 50, Regenerates | Mean, Stats{10, 120, 6, 4, 1, dice("1x8/1x8/2x6"), 0}},
{"black unicorn", 0, Mean, Stats{10, 190, 7, -2, 1, dice("1x9/1x9/2x9"), 0}},
{"vampire", 20, Regenerates | Mean, Stats{10, 350, 8, 1, 1, dice("1x10"), 0}},
{"wraith", 0, 0, Stats{10, 55, 5, 4, 1, dice("1x6"), 0}},
{"xeroc", 30, 0, Stats{10, 100, 7, 7, 1, dice("4x4"), 0}},
{"yeti", 30, 0, Stats{10, 50, 4, 6, 1, dice("1x6/1x6"), 0}},
{"zombie", 0, Mean, Stats{10, 6, 2, 8, 1, dice("1x8"), 0}},
}
// Base ObjInfo tables (extern.c). These are templates: NewGame copies them
// into ItemLore before initProbs converts Prob to cumulative form.
var baseThings = [NumThings]ObjInfo{
{Prob: 26}, // potion
{Prob: 36}, // scroll
{Prob: 16}, // food
{Prob: 7}, // weapon
{Prob: 7}, // armor
{Prob: 4}, // ring
{Prob: 4}, // stick
}
var baseArmInfo = [NumArmorTypes]ObjInfo{
{Name: "leather armor", Prob: 20, Worth: 20},
{Name: "ring mail", Prob: 15, Worth: 25},
{Name: "studded leather armor", Prob: 15, Worth: 20},
{Name: "scale mail", Prob: 13, Worth: 30},
{Name: "chain mail", Prob: 12, Worth: 75},
{Name: "splint mail", Prob: 10, Worth: 80},
{Name: "banded mail", Prob: 10, Worth: 90},
{Name: "plate mail", Prob: 5, Worth: 150},
}
var basePotInfo = [NumPotionTypes]ObjInfo{
{Name: "confusion", Prob: 7, Worth: 5},
{Name: "hallucination", Prob: 8, Worth: 5},
{Name: "poison", Prob: 8, Worth: 5},
{Name: "gain strength", Prob: 13, Worth: 150},
{Name: "see invisible", Prob: 3, Worth: 100},
{Name: "healing", Prob: 13, Worth: 130},
{Name: "monster detection", Prob: 6, Worth: 130},
{Name: "magic detection", Prob: 6, Worth: 105},
{Name: "raise level", Prob: 2, Worth: 250},
{Name: "extra healing", Prob: 5, Worth: 200},
{Name: "haste self", Prob: 5, Worth: 190},
{Name: "restore strength", Prob: 13, Worth: 130},
{Name: "blindness", Prob: 5, Worth: 5},
{Name: "levitation", Prob: 6, Worth: 75},
}
var baseRingInfo = [NumRingTypes]ObjInfo{
{Name: "protection", Prob: 9, Worth: 400},
{Name: "add strength", Prob: 9, Worth: 400},
{Name: "sustain strength", Prob: 5, Worth: 280},
{Name: "searching", Prob: 10, Worth: 420},
{Name: "see invisible", Prob: 10, Worth: 310},
{Name: "adornment", Prob: 1, Worth: 10},
{Name: "aggravate monster", Prob: 10, Worth: 10},
{Name: "dexterity", Prob: 8, Worth: 440},
{Name: "increase damage", Prob: 8, Worth: 400},
{Name: "regeneration", Prob: 4, Worth: 460},
{Name: "slow digestion", Prob: 9, Worth: 240},
{Name: "teleportation", Prob: 5, Worth: 30},
{Name: "stealth", Prob: 7, Worth: 470},
{Name: "maintain armor", Prob: 5, Worth: 380},
}
var baseScrInfo = [NumScrollTypes]ObjInfo{
{Name: "monster confusion", Prob: 7, Worth: 140},
{Name: "magic mapping", Prob: 4, Worth: 150},
{Name: "hold monster", Prob: 2, Worth: 180},
{Name: "sleep", Prob: 3, Worth: 5},
{Name: "enchant armor", Prob: 7, Worth: 160},
{Name: "identify potion", Prob: 10, Worth: 80},
{Name: "identify scroll", Prob: 10, Worth: 80},
{Name: "identify weapon", Prob: 6, Worth: 80},
{Name: "identify armor", Prob: 7, Worth: 100},
{Name: "identify ring, wand or staff", Prob: 10, Worth: 115},
{Name: "scare monster", Prob: 3, Worth: 200},
{Name: "food detection", Prob: 2, Worth: 60},
{Name: "teleportation", Prob: 5, Worth: 165},
{Name: "enchant weapon", Prob: 8, Worth: 150},
{Name: "create monster", Prob: 4, Worth: 75},
{Name: "remove curse", Prob: 7, Worth: 105},
{Name: "aggravate monsters", Prob: 3, Worth: 20},
{Name: "protect armor", Prob: 2, Worth: 250},
}
var baseWeapInfo = [NumWeaponTypes + 1]ObjInfo{
{Name: "mace", Prob: 11, Worth: 8},
{Name: "long sword", Prob: 11, Worth: 15},
{Name: "short bow", Prob: 12, Worth: 15},
{Name: "arrow", Prob: 12, Worth: 1},
{Name: "dagger", Prob: 8, Worth: 3},
{Name: "two handed sword", Prob: 10, Worth: 75},
{Name: "dart", Prob: 12, Worth: 2},
{Name: "shuriken", Prob: 12, Worth: 5},
{Name: "spear", Prob: 12, Worth: 5},
{}, // DO NOT REMOVE: fake entry for dragon's breath
}
var baseWsInfo = [NumWandTypes]ObjInfo{
{Name: "light", Prob: 12, Worth: 250},
{Name: "invisibility", Prob: 6, Worth: 5},
{Name: "lightning", Prob: 3, Worth: 330},
{Name: "fire", Prob: 3, Worth: 330},
{Name: "cold", Prob: 3, Worth: 330},
{Name: "polymorph", Prob: 15, Worth: 310},
{Name: "magic missile", Prob: 10, Worth: 170},
{Name: "haste monster", Prob: 10, Worth: 5},
{Name: "slow monster", Prob: 11, Worth: 350},
{Name: "drain life", Prob: 9, Worth: 300},
{Name: "nothing", Prob: 1, Worth: 5},
{Name: "teleport away", Prob: 6, Worth: 340},
{Name: "teleport to", Prob: 6, Worth: 50},
{Name: "cancellation", Prob: 5, Worth: 280},
}
// rainbow is init.c rainbow[]: the possible potion colors.
var rainbow = []string{
"amber", "aquamarine", "black", "blue", "brown", "clear", "crimson",
"cyan", "ecru", "gold", "green", "grey", "magenta", "orange", "pink",
"plaid", "purple", "red", "silver", "tan", "tangerine", "topaz",
"turquoise", "vermilion", "violet", "white", "yellow",
}
// sylls is init.c sylls[]: syllables for generated scroll names.
var sylls = []string{
"a", "ab", "ag", "aks", "ala", "an", "app", "arg", "arze", "ash",
"bek", "bie", "bit", "bjor", "blu", "bot", "bu", "byt", "comp",
"con", "cos", "cre", "dalf", "dan", "den", "do", "e", "eep", "el",
"eng", "er", "ere", "erk", "esh", "evs", "fa", "fid", "fri", "fu",
"gan", "gar", "glen", "gop", "gre", "ha", "hyd", "i", "ing", "ip",
"ish", "it", "ite", "iv", "jo", "kho", "kli", "klis", "la", "lech",
"mar", "me", "mi", "mic", "mik", "mon", "mung", "mur", "nej",
"nelg", "nep", "ner", "nes", "nes", "nih", "nin", "o", "od", "ood",
"org", "orn", "ox", "oxy", "pay", "ple", "plu", "po", "pot",
"prok", "re", "rea", "rhov", "ri", "ro", "rog", "rok", "rol", "sa",
"san", "sat", "sef", "seh", "shu", "ski", "sna", "sne", "snik",
"sno", "so", "sol", "sri", "sta", "sun", "ta", "tab", "tem",
"ther", "ti", "tox", "trol", "tue", "turs", "u", "ulk", "um", "un",
"uni", "ur", "val", "viv", "vly", "vom", "wah", "wed", "werg",
"wex", "whon", "wun", "xo", "y", "yot", "yu", "zant", "zeb", "zim",
"zok", "zon", "zum",
}
// stoneTable is init.c stones[]: ring stones and their worth.
var stoneTable = []Stone{
{"agate", 25}, {"alexandrite", 40}, {"amethyst", 50},
{"carnelian", 40}, {"diamond", 300}, {"emerald", 300},
{"germanium", 225}, {"granite", 5}, {"garnet", 50},
{"jade", 150}, {"kryptonite", 300}, {"lapis lazuli", 50},
{"moonstone", 50}, {"obsidian", 15}, {"onyx", 60},
{"opal", 200}, {"pearl", 220}, {"peridot", 63},
{"ruby", 350}, {"sapphire", 285}, {"stibotantalite", 200},
{"tiger eye", 50}, {"topaz", 60}, {"turquoise", 70},
{"taaffeite", 300}, {"zircon", 80},
}
// woods is init.c wood[]: what staffs are made of.
var woods = []string{
"avocado wood", "balsa", "bamboo", "banyan", "birch", "cedar",
"cherry", "cinnibar", "cypress", "dogwood", "driftwood", "ebony",
"elm", "eucalyptus", "fall", "hemlock", "holly", "ironwood",
"kukui wood", "mahogany", "manzanita", "maple", "oaken",
"persimmon wood", "pecan", "pine", "poplar", "redwood", "rosewood",
"spruce", "teak", "walnut", "zebrawood",
}
// metals is init.c metal[]: what wands are made of.
var metals = []string{
"aluminum", "beryllium", "bone", "brass", "bronze", "copper",
"electrum", "gold", "iron", "lead", "magnesium", "mercury",
"nickel", "pewter", "platinum", "steel", "silver", "silicon",
"tin", "titanium", "tungsten", "zinc",
}
// tables.go — the static data tables the C game kept as file-scope globals
// (extern.c, init.c, and assorted per-file statics). The port gathers them
// into gameData: every RogueGame carries its own copy, so the package holds
// no package-level state. Per-game mutable copies (the ObjInfo tables,
// whose probabilities are re-summed and whose Know/Guess fields change
// during play) are cloned into RogueGame.Items by NewGame.
// helpEntry is rogue.h struct h_list.
type helpEntry struct {
@@ -250,73 +14,580 @@ type helpEntry struct {
Print bool
}
// helpStr is extern.c helpstr[]: the '?' command help text.
var helpStr = []helpEntry{
{'?', " prints help", true},
{'/', " identify object", true},
{'h', " left", true},
{'j', " down", true},
{'k', " up", true},
{'l', " right", true},
{'y', " up & left", true},
{'u', " up & right", true},
{'b', " down & left", true},
{'n', " down & right", true},
{'H', " run left", false},
{'J', " run down", false},
{'K', " run up", false},
{'L', " run right", false},
{'Y', " run up & left", false},
{'U', " run up & right", false},
{'B', " run down & left", false},
{'N', " run down & right", false},
{CTRL('H'), " run left until adjacent", false},
{CTRL('J'), " run down until adjacent", false},
{CTRL('K'), " run up until adjacent", false},
{CTRL('L'), " run right until adjacent", false},
{CTRL('Y'), " run up & left until adjacent", false},
{CTRL('U'), " run up & right until adjacent", false},
{CTRL('B'), " run down & left until adjacent", false},
{CTRL('N'), " run down & right until adjacent", false},
{0, " <SHIFT><dir>: run that way", true},
{0, " <CTRL><dir>: run till adjacent", true},
{'f', "<dir> fight till death or near death", true},
{'t', "<dir> throw something", true},
{'m', "<dir> move onto without picking up", true},
{'z', "<dir> zap a wand in a direction", true},
{'^', "<dir> identify trap type", true},
{'s', " search for trap/secret door", true},
{'>', " go down a staircase", true},
{'<', " go up a staircase", true},
{'.', " rest for a turn", true},
{',', " pick something up", true},
{'i', " inventory", true},
{'I', " inventory single item", true},
{'q', " quaff potion", true},
{'r', " read scroll", true},
{'e', " eat food", true},
{'w', " wield a weapon", true},
{'W', " wear armor", true},
{'T', " take armor off", true},
{'P', " put on ring", true},
{'R', " remove ring", true},
{'d', " drop object", true},
{'c', " call object", true},
{'a', " repeat last command", true},
{')', " print current weapon", true},
{']', " print current armor", true},
{'=', " print current rings", true},
{'@', " print current stats", true},
{'D', " recall what's been discovered", true},
{'o', " examine/set options", true},
{CTRL('R'), " redraw screen", true},
{CTRL('P'), " repeat last message", true},
{Escape, " cancel command", true},
{'S', " save game", true},
{'Q', " quit", true},
{'!', " shell escape", true},
{'F', "<dir> fight till either of you dies", true},
{'v', " print version number", true},
// gameData is the bundle of static tables, built by newGameData and hung on
// RogueGame as g.data. Nothing in it mutates during play: the one table the
// C code writes to (the venus flytrap damage hack) operates on the game's
// Monsters copy, not on this template.
type gameData struct {
// initStats is the C INIT_STATS: the player's starting statistics.
initStats Stats
// aClass is extern.c a_class[]: armor class for each armor type.
aClass [NumArmorTypes]int
// eLevels is extern.c e_levels[]: experience thresholds per level; the
// zero terminates the table as in C.
eLevels []int
// trName is extern.c tr_name[]: names of the traps.
trName [NumTrapTypes]string
// invTName is extern.c inv_t_name[]: the inventory style names.
invTName []string
// monsterTable is extern.c monsters[26]: all monster kinds, indexed by
// letter - 'A'. Monster strength (XX in C) is always 10; HP (___ in C)
// is rolled from the level at creation time.
monsterTable [26]MonsterKind
// Base ObjInfo tables (extern.c). These are templates: NewGame copies
// them into ItemLore before initProbs converts Prob to cumulative form.
baseThings [NumThings]ObjInfo
baseArmInfo [NumArmorTypes]ObjInfo
basePotInfo [NumPotionTypes]ObjInfo
baseRingInfo [NumRingTypes]ObjInfo
baseScrInfo [NumScrollTypes]ObjInfo
baseWeapInfo [NumWeaponTypes + 1]ObjInfo
baseWsInfo [NumWandTypes]ObjInfo
// rainbow is init.c rainbow[]: the possible potion colors.
rainbow []string
// sylls is init.c sylls[]: syllables for generated scroll names.
sylls []string
// stoneTable is init.c stones[]: ring stones and their worth.
stoneTable []Stone
// woods is init.c wood[]: what staffs are made of.
woods []string
// metals is init.c metal[]: what wands are made of.
metals []string
// helpStr is extern.c helpstr[]: the '?' command help text.
helpStr []helpEntry
// hNames are the strings for hitting; the first four are used when the
// player strikes, the second four for monsters (fight.c h_names).
hNames [8]string
// mNames are the strings for missing (fight.c m_names).
mNames [8]string
// strPlus adjusts hit probabilities due to strength (fight.c str_plus).
strPlus [32]int
// addDam adjusts damage done due to strength (fight.c add_dam).
addDam [32]int
// lvlMons and wandMons list monsters in rough order of vorpalness;
// zero entries in wandMons never wander (monsters.c).
lvlMons [26]byte
wandMons [26]byte
// ringUses is the rings.c ring_eat static uses[] table: how much food
// each ring type uses up per turn (negative = a 1-in-n chance of 1).
ringUses [NumRingTypes]int
// initWeaps is the weapons.c init_dam[] table.
initWeaps [NumWeaponTypes]weaponSetup
// pActions is potions.c p_actions[]. The P_SEEINVIS message is dynamic
// (it names the fruit) and is computed in applyPotionFuse.
pActions [NumPotionTypes]pact
// idType maps identify scrolls to the kind of item they identify
// (scrolls.c static id_type).
idType [ScrollIdentifyRingOrStick + 1]ObjectKind
// rdesConn is the hardcoded 3x3 room adjacency matrix from
// passages.c do_passages.
rdesConn [MaxRooms][MaxRooms]bool
// thingList is misc.c rnd_thing()'s static table.
thingList []byte
// identList is command.c's static ident_list.
identList []helpEntry
// hungerStateName is io.c state_name[].
hungerStateName [4]string
// ripArt is the rip.c rip[] tombstone art.
ripArt []string
// killnameTable is the rip.c nlist[]: special death causes.
killnameTable []helpEntry
// scoreReasons is the rip.c reason[] scoreboard strings.
scoreReasons [4]string
}
// ripWall is the repeated blank wall line of the tombstone art.
const ripWall = " | |"
// newGameData builds the static tables. Each game gets a fresh copy, which
// keeps the package free of globals.
//
//nolint:funlen,maintidx // a single composite literal holding every C data table
func newGameData() *gameData {
return &gameData{
initStats: Stats{Str: 16, Exp: 0, Lvl: 1, ArmorClass: 10, HP: 12, Dmg: dice("1x4"), MaxHP: 12},
aClass: [NumArmorTypes]int{
8, // LEATHER
7, // RING_MAIL
7, // STUDDED_LEATHER
6, // SCALE_MAIL
5, // CHAIN_MAIL
4, // SPLINT_MAIL
4, // BANDED_MAIL
3, // PLATE_MAIL
},
eLevels: []int{
10, 20, 40, 80, 160, 320, 640, 1300, 2600, 5200, 13000, 26000,
50000, 100000, 200000, 400000, 800000, 2000000, 4000000, 8000000, 0,
},
trName: [NumTrapTypes]string{
"a trapdoor",
"an arrow trap",
"a sleeping gas trap",
"a beartrap",
"a teleport trap",
"a poison dart trap",
"a rust trap",
"a mysterious trap",
},
invTName: []string{"Overwrite", "Slow", "Clear"},
monsterTable: [26]MonsterKind{
/* Name CARRY FLAGS str exp lvl arm hp dmg */
{"aquator", 0, Mean, Stats{10, 20, 5, 2, 1, dice("0x0/0x0"), 0}},
{"bat", 0, Flying, Stats{10, 1, 1, 3, 1, dice("1x2"), 0}},
{"centaur", 15, 0, Stats{10, 17, 4, 4, 1, dice("1x2/1x5/1x5"), 0}},
{"dragon", 100, Mean, Stats{10, 5000, 10, -1, 1, dice("1x8/1x8/3x10"), 0}},
{"emu", 0, Mean, Stats{10, 2, 1, 7, 1, dice("1x2"), 0}},
{"venus flytrap", 0, Mean, Stats{10, 80, 8, 3, 1, dice("%%%x0"), 0}},
{"griffin", 20, Mean | Flying | Regenerates, Stats{10, 2000, 13, 2, 1, dice("4x3/3x5"), 0}},
{"hobgoblin", 0, Mean, Stats{10, 3, 1, 5, 1, dice("1x8"), 0}},
{"ice monster", 0, 0, Stats{10, 5, 1, 9, 1, dice("0x0"), 0}},
{"jabberwock", 70, 0, Stats{10, 3000, 15, 6, 1, dice("2x12/2x4"), 0}},
{"kestrel", 0, Mean | Flying, Stats{10, 1, 1, 7, 1, dice("1x4"), 0}},
{"leprechaun", 0, 0, Stats{10, 10, 3, 8, 1, dice("1x1"), 0}},
{"medusa", 40, Mean, Stats{10, 200, 8, 2, 1, dice("3x4/3x4/2x5"), 0}},
{"nymph", 100, 0, Stats{10, 37, 3, 9, 1, dice("0x0"), 0}},
{"orc", 15, Greedy, Stats{10, 5, 1, 6, 1, dice("1x8"), 0}},
{"phantom", 0, Invisible, Stats{10, 120, 8, 3, 1, dice("4x4"), 0}},
{"quagga", 0, Mean, Stats{10, 15, 3, 3, 1, dice("1x5/1x5"), 0}},
{"rattlesnake", 0, Mean, Stats{10, 9, 2, 3, 1, dice("1x6"), 0}},
{"snake", 0, Mean, Stats{10, 2, 1, 5, 1, dice("1x3"), 0}},
{"troll", 50, Regenerates | Mean, Stats{10, 120, 6, 4, 1, dice("1x8/1x8/2x6"), 0}},
{"black unicorn", 0, Mean, Stats{10, 190, 7, -2, 1, dice("1x9/1x9/2x9"), 0}},
{"vampire", 20, Regenerates | Mean, Stats{10, 350, 8, 1, 1, dice("1x10"), 0}},
{"wraith", 0, 0, Stats{10, 55, 5, 4, 1, dice("1x6"), 0}},
{"xeroc", 30, 0, Stats{10, 100, 7, 7, 1, dice("4x4"), 0}},
{"yeti", 30, 0, Stats{10, 50, 4, 6, 1, dice("1x6/1x6"), 0}},
{"zombie", 0, Mean, Stats{10, 6, 2, 8, 1, dice("1x8"), 0}},
},
baseThings: [NumThings]ObjInfo{
{Prob: 26}, // potion
{Prob: 36}, // scroll
{Prob: 16}, // food
{Prob: 7}, // weapon
{Prob: 7}, // armor
{Prob: 4}, // ring
{Prob: 4}, // stick
},
baseArmInfo: [NumArmorTypes]ObjInfo{
{Name: "leather armor", Prob: 20, Worth: 20},
{Name: "ring mail", Prob: 15, Worth: 25},
{Name: "studded leather armor", Prob: 15, Worth: 20},
{Name: "scale mail", Prob: 13, Worth: 30},
{Name: "chain mail", Prob: 12, Worth: 75},
{Name: "splint mail", Prob: 10, Worth: 80},
{Name: "banded mail", Prob: 10, Worth: 90},
{Name: "plate mail", Prob: 5, Worth: 150},
},
basePotInfo: [NumPotionTypes]ObjInfo{
{Name: "confusion", Prob: 7, Worth: 5},
{Name: "hallucination", Prob: 8, Worth: 5},
{Name: "poison", Prob: 8, Worth: 5},
{Name: "gain strength", Prob: 13, Worth: 150},
{Name: "see invisible", Prob: 3, Worth: 100},
{Name: "healing", Prob: 13, Worth: 130},
{Name: "monster detection", Prob: 6, Worth: 130},
{Name: "magic detection", Prob: 6, Worth: 105},
{Name: "raise level", Prob: 2, Worth: 250},
{Name: "extra healing", Prob: 5, Worth: 200},
{Name: "haste self", Prob: 5, Worth: 190},
{Name: "restore strength", Prob: 13, Worth: 130},
{Name: "blindness", Prob: 5, Worth: 5},
{Name: "levitation", Prob: 6, Worth: 75},
},
baseRingInfo: [NumRingTypes]ObjInfo{
{Name: "protection", Prob: 9, Worth: 400},
{Name: "add strength", Prob: 9, Worth: 400},
{Name: "sustain strength", Prob: 5, Worth: 280},
{Name: "searching", Prob: 10, Worth: 420},
{Name: "see invisible", Prob: 10, Worth: 310},
{Name: "adornment", Prob: 1, Worth: 10},
{Name: "aggravate monster", Prob: 10, Worth: 10},
{Name: "dexterity", Prob: 8, Worth: 440},
{Name: "increase damage", Prob: 8, Worth: 400},
{Name: "regeneration", Prob: 4, Worth: 460},
{Name: "slow digestion", Prob: 9, Worth: 240},
{Name: "teleportation", Prob: 5, Worth: 30},
{Name: "stealth", Prob: 7, Worth: 470},
{Name: "maintain armor", Prob: 5, Worth: 380},
},
baseScrInfo: [NumScrollTypes]ObjInfo{
{Name: "monster confusion", Prob: 7, Worth: 140},
{Name: "magic mapping", Prob: 4, Worth: 150},
{Name: "hold monster", Prob: 2, Worth: 180},
{Name: "sleep", Prob: 3, Worth: 5},
{Name: "enchant armor", Prob: 7, Worth: 160},
{Name: "identify potion", Prob: 10, Worth: 80},
{Name: "identify scroll", Prob: 10, Worth: 80},
{Name: "identify weapon", Prob: 6, Worth: 80},
{Name: "identify armor", Prob: 7, Worth: 100},
{Name: "identify ring, wand or staff", Prob: 10, Worth: 115},
{Name: "scare monster", Prob: 3, Worth: 200},
{Name: "food detection", Prob: 2, Worth: 60},
{Name: "teleportation", Prob: 5, Worth: 165},
{Name: "enchant weapon", Prob: 8, Worth: 150},
{Name: "create monster", Prob: 4, Worth: 75},
{Name: "remove curse", Prob: 7, Worth: 105},
{Name: "aggravate monsters", Prob: 3, Worth: 20},
{Name: "protect armor", Prob: 2, Worth: 250},
},
baseWeapInfo: [NumWeaponTypes + 1]ObjInfo{
{Name: "mace", Prob: 11, Worth: 8},
{Name: "long sword", Prob: 11, Worth: 15},
{Name: "short bow", Prob: 12, Worth: 15},
{Name: "arrow", Prob: 12, Worth: 1},
{Name: "dagger", Prob: 8, Worth: 3},
{Name: "two handed sword", Prob: 10, Worth: 75},
{Name: "dart", Prob: 12, Worth: 2},
{Name: "shuriken", Prob: 12, Worth: 5},
{Name: "spear", Prob: 12, Worth: 5},
{}, // DO NOT REMOVE: fake entry for dragon's breath
},
baseWsInfo: [NumWandTypes]ObjInfo{
{Name: "light", Prob: 12, Worth: 250},
{Name: "invisibility", Prob: 6, Worth: 5},
{Name: "lightning", Prob: 3, Worth: 330},
{Name: "fire", Prob: 3, Worth: 330},
{Name: "cold", Prob: 3, Worth: 330},
{Name: "polymorph", Prob: 15, Worth: 310},
{Name: "magic missile", Prob: 10, Worth: 170},
{Name: "haste monster", Prob: 10, Worth: 5},
{Name: "slow monster", Prob: 11, Worth: 350},
{Name: "drain life", Prob: 9, Worth: 300},
{Name: "nothing", Prob: 1, Worth: 5},
{Name: "teleport away", Prob: 6, Worth: 340},
{Name: "teleport to", Prob: 6, Worth: 50},
{Name: "cancellation", Prob: 5, Worth: 280},
},
rainbow: []string{
"amber", "aquamarine", "black", "blue", "brown", "clear", "crimson",
"cyan", "ecru", "gold", "green", "grey", "magenta", "orange", "pink",
"plaid", "purple", "red", "silver", "tan", "tangerine", "topaz",
"turquoise", "vermilion", "violet", "white", "yellow",
},
//nolint:misspell // "ther" is a C scroll syllable, kept faithfully
sylls: []string{
"a", "ab", "ag", "aks", "ala", "an", "app", "arg", "arze", "ash",
"bek", "bie", "bit", "bjor", "blu", "bot", "bu", "byt", "comp",
"con", "cos", "cre", "dalf", "dan", "den", "do", "e", "eep", "el",
"eng", "er", "ere", "erk", "esh", "evs", "fa", "fid", "fri", "fu",
"gan", "gar", "glen", "gop", "gre", "ha", "hyd", "i", "ing", "ip",
"ish", "it", "ite", "iv", "jo", "kho", "kli", "klis", "la", "lech",
"mar", "me", "mi", "mic", "mik", "mon", "mung", "mur", "nej",
"nelg", "nep", "ner", "nes", "nes", "nih", "nin", "o", "od", "ood",
"org", "orn", "ox", "oxy", "pay", "ple", "plu", "po", "pot",
"prok", "re", "rea", "rhov", "ri", "ro", "rog", "rok", "rol", "sa",
"san", "sat", "sef", "seh", "shu", "ski", "sna", "sne", "snik",
"sno", "so", "sol", "sri", "sta", "sun", "ta", "tab", "tem",
"ther", "ti", "tox", "trol", "tue", "turs", "u", "ulk", "um", "un",
"uni", "ur", "val", "viv", "vly", "vom", "wah", "wed", "werg",
"wex", "whon", "wun", "xo", "y", "yot", "yu", "zant", "zeb", "zim",
"zok", "zon", "zum",
},
stoneTable: []Stone{
{"agate", 25}, {"alexandrite", 40}, {"amethyst", 50},
{"carnelian", 40}, {"diamond", 300}, {"emerald", 300},
{"germanium", 225}, {"granite", 5}, {"garnet", 50},
{"jade", 150}, {"kryptonite", 300}, {"lapis lazuli", 50},
{"moonstone", 50}, {"obsidian", 15}, {"onyx", 60},
{"opal", 200}, {"pearl", 220}, {"peridot", 63},
{"ruby", 350}, {"sapphire", 285}, {"stibotantalite", 200},
{"tiger eye", 50}, {"topaz", 60}, {"turquoise", 70},
{"taaffeite", 300}, {"zircon", 80},
},
woods: []string{
"avocado wood", "balsa", "bamboo", "banyan", "birch", "cedar",
"cherry", "cinnibar", "cypress", "dogwood", "driftwood", "ebony",
"elm", "eucalyptus", "fall", "hemlock", "holly", "ironwood",
"kukui wood", "mahogany", "manzanita", "maple", "oaken",
"persimmon wood", "pecan", "pine", "poplar", "redwood", "rosewood",
"spruce", "teak", "walnut", "zebrawood",
},
metals: []string{
"aluminum", "beryllium", "bone", "brass", "bronze", "copper",
"electrum", "gold", "iron", "lead", "magnesium", "mercury",
"nickel", "pewter", "platinum", "steel", "silver", "silicon",
"tin", "titanium", "tungsten", "zinc",
},
helpStr: []helpEntry{
{'?', " prints help", true},
{'/', " identify object", true},
{'h', " left", true},
{'j', " down", true},
{'k', " up", true},
{'l', " right", true},
{'y', " up & left", true},
{'u', " up & right", true},
{'b', " down & left", true},
{'n', " down & right", true},
{'H', " run left", false},
{'J', " run down", false},
{'K', " run up", false},
{'L', " run right", false},
{'Y', " run up & left", false},
{'U', " run up & right", false},
{'B', " run down & left", false},
{'N', " run down & right", false},
{CTRL('H'), " run left until adjacent", false},
{CTRL('J'), " run down until adjacent", false},
{CTRL('K'), " run up until adjacent", false},
{CTRL('L'), " run right until adjacent", false},
{CTRL('Y'), " run up & left until adjacent", false},
{CTRL('U'), " run up & right until adjacent", false},
{CTRL('B'), " run down & left until adjacent", false},
{CTRL('N'), " run down & right until adjacent", false},
{0, " <SHIFT><dir>: run that way", true},
{0, " <CTRL><dir>: run till adjacent", true},
{'f', "<dir> fight till death or near death", true},
{'t', "<dir> throw something", true},
{'m', "<dir> move onto without picking up", true},
{'z', "<dir> zap a wand in a direction", true},
{'^', "<dir> identify trap type", true},
{'s', " search for trap/secret door", true},
{'>', " go down a staircase", true},
{'<', " go up a staircase", true},
{'.', " rest for a turn", true},
{',', " pick something up", true},
{'i', " inventory", true},
{'I', " inventory single item", true},
{'q', " quaff potion", true},
{'r', " read scroll", true},
{'e', " eat food", true},
{'w', " wield a weapon", true},
{'W', " wear armor", true},
{'T', " take armor off", true},
{'P', " put on ring", true},
{'R', " remove ring", true},
{'d', " drop object", true},
{'c', " call object", true},
{'a', " repeat last command", true},
{')', " print current weapon", true},
{']', " print current armor", true},
{'=', " print current rings", true},
{'@', " print current stats", true},
{'D', " recall what's been discovered", true},
{'o', " examine/set options", true},
{CTRL('R'), " redraw screen", true},
{CTRL('P'), " repeat last message", true},
{Escape, " cancel command", true},
{'S', " save game", true},
{'Q', " quit", true},
{'!', " shell escape", true},
{'F', "<dir> fight till either of you dies", true},
{'v', " print version number", true},
},
hNames: [8]string{
" scored an excellent hit on ",
" hit ",
" have injured ",
" swing and hit ",
" scored an excellent hit on ",
" hit ",
" has injured ",
" swings and hits ",
},
mNames: [8]string{
" miss",
" swing and miss",
" barely miss",
" don't hit",
" misses",
" swings and misses",
" barely misses",
" doesn't hit",
},
strPlus: [32]int{
-7, -6, -5, -4, -3, -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1,
1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3,
},
addDam: [32]int{
-7, -6, -5, -4, -3, -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3,
3, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6,
},
lvlMons: [26]byte{
'K', 'E', 'B', 'S', 'H', 'I', 'R', 'O', 'Z', 'L', 'C', 'Q', 'A',
'N', 'Y', 'F', 'T', 'W', 'P', 'X', 'U', 'M', 'V', 'G', 'J', 'D',
},
wandMons: [26]byte{
'K', 'E', 'B', 'S', 'H', 0, 'R', 'O', 'Z', 0, 'C', 'Q', 'A',
0, 'Y', 0, 'T', 'W', 'P', 0, 'U', 'M', 'V', 'G', 'J', 0,
},
ringUses: [NumRingTypes]int{
1, // R_PROTECT
1, // R_ADDSTR
1, // R_SUSTSTR
-3, // R_SEARCH
-5, // R_SEEINVIS
0, // R_NOP
0, // R_AGGR
-3, // R_ADDHIT
-3, // R_ADDDAM
2, // R_REGEN
-2, // R_DIGEST
0, // R_TELEPORT
1, // R_STEALTH
1, // R_SUSTARM
},
initWeaps: [NumWeaponTypes]weaponSetup{
{dice("2x4"), dice("1x3"), noWeapon, 0}, // WeaponMace
{dice("3x4"), dice("1x2"), noWeapon, 0}, // Long sword
{dice("1x1"), dice("1x1"), noWeapon, 0}, // WeaponBow
{dice("1x1"), dice("2x3"), WeaponBow, Stackable | Missile}, // WeaponArrow
{dice("1x6"), dice("1x4"), noWeapon, Missile}, // WeaponDagger
{dice("4x4"), dice("1x2"), noWeapon, 0}, // 2h sword
{dice("1x1"), dice("1x3"), noWeapon, Stackable | Missile}, // WeaponDart
{dice("1x2"), dice("2x4"), noWeapon, Stackable | Missile}, // Shuriken
{dice("2x3"), dice("1x6"), noWeapon, Missile}, // WeaponSpear
},
pActions: [NumPotionTypes]pact{
PotionConfusion: {Confused, DUnconfuse, HuhDuration,
"what a tripy feeling!",
"wait, what's going on here. Huh? What? Who?"},
PotionLSD: {Hallucinating, DComeDown, SeeDuration,
"Oh, wow! Everything seems so cosmic!",
"Oh, wow! Everything seems so cosmic!"},
PotionSeeInvisible: {CanSeeInvisible, DUnsee, SeeDuration, "", ""},
PotionBlindness: {Blind, DSight, SeeDuration,
"oh, bummer! Everything is dark! Help!",
"a cloak of darkness falls around you"},
PotionLevitation: {Levitating, DLand, HealTime,
"oh, wow! You're floating in the air!",
"you start to float in the air"},
},
idType: [ScrollIdentifyRingOrStick + 1]ObjectKind{
ScrollIdentifyPotion: KindPotion,
ScrollIdentifyScroll: KindScroll,
ScrollIdentifyWeapon: KindWeapon,
ScrollIdentifyArmor: KindArmor,
ScrollIdentifyRingOrStick: KindRingOrStick,
},
rdesConn: [MaxRooms][MaxRooms]bool{
{false, true, false, true, false, false, false, false, false},
{true, false, true, false, true, false, false, false, false},
{false, true, false, false, false, true, false, false, false},
{true, false, false, false, true, false, true, false, false},
{false, true, false, true, false, true, false, true, false},
{false, false, true, false, true, false, false, false, true},
{false, false, false, true, false, false, false, true, false},
{false, false, false, false, true, false, true, false, true},
{false, false, false, false, false, true, false, true, false},
},
thingList: []byte{
Potion, Scroll, Ring, Stick, Food, Weapon, Armor, Stairs, Gold, Amulet,
},
identList: []helpEntry{
{'|', "wall of a room", false},
{'-', "wall of a room", false},
{Gold, goldName, false},
{Stairs, "a staircase", false},
{Door, "door", false},
{Floor, "room floor", false},
{PlayerCh, "you", false},
{Passage, "passage", false},
{Trap, "trap", false},
{Potion, potionName, false},
{Scroll, scrollName, false},
{Food, "food", false},
{Weapon, "weapon", false},
{' ', "solid rock", false},
{Armor, "armor", false},
{Amulet, "the Amulet of Yendor", false},
{Ring, ringName, false},
{Stick, "wand or staff", false},
},
hungerStateName: [4]string{"", "Hungry", "Weak", "Faint"},
ripArt: []string{
" __________",
" / \\",
" / REST \\",
" / IN \\",
" / PEACE \\",
" / \\",
ripWall,
ripWall,
" | killed by a |",
ripWall,
" | 1980 |",
" *| * * * | *",
" ________)/\\\\_//(\\/(/\\)/\\//\\/|_)_______",
},
killnameTable: []helpEntry{
{'a', "arrow", true},
{'b', "bolt", true},
{'d', "dart", true},
{'h', "hypothermia", false},
{'s', "starvation", false},
},
scoreReasons: [4]string{
"killed",
"quit",
"A total winner",
"killed with Amulet",
},
}
}
// Version strings (vers.c). The encstr/statlist XOR keys are not ported:

View File

@@ -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 {
@@ -29,10 +33,12 @@ func TestProbabilitiesSumTo100(t *testing.T) {
func TestInitProbsCumulative(t *testing.T) {
g := NewGame(Config{Seed: 1})
last := g.Items.Potions[NumPotionTypes-1].Prob
if last != 100 {
t.Errorf("cumulative potion probability ends at %d, want 100", last)
}
for i := PotionKind(1); i < NumPotionTypes; i++ {
if g.Items.Potions[i].Prob < g.Items.Potions[i-1].Prob {
t.Errorf("potion probs not nondecreasing at %d", i)
@@ -43,27 +49,34 @@ 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)
}
@@ -77,10 +90,12 @@ func TestNewGameRandomizesAppearances(t *testing.T) {
}
func TestMonsterTable(t *testing.T) {
if monsterTable[0].Name != "aquator" || monsterTable[25].Name != "zombie" {
data := newGameData()
if data.monsterTable[0].Name != "aquator" || data.monsterTable[25].Name != "zombie" {
t.Error("monster table order broken")
}
if monsterTable['D'-'A'].Name != "dragon" {
if data.monsterTable['D'-'A'].Name != "dragon" {
t.Error("letter indexing broken")
}
}

View File

@@ -15,11 +15,14 @@ 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 ' '
}

View File

@@ -9,15 +9,17 @@ 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:
@@ -26,12 +28,15 @@ func (g *RogueGame) invName(obj *Object, drop bool) string {
} else {
fmt.Fprintf(&pb, "%d scrolls ", obj.Count)
}
op := &it.Scrolls[which]
if op.Know {
switch {
case op.Know:
fmt.Fprintf(&pb, "of %s", op.Name)
} else if op.Guess != "" {
case op.Guess != "":
fmt.Fprintf(&pb, "called %s", op.Guess)
} else {
default:
fmt.Fprintf(&pb, "titled '%s'", it.ScrNames[which])
}
case KindFood:
@@ -50,33 +55,40 @@ func (g *RogueGame) invName(obj *Object, drop bool) string {
}
case KindWeapon:
sp := it.Weapons[which].Name
if obj.Count > 1 {
fmt.Fprintf(&pb, "%d ", obj.Count)
} else {
fmt.Fprintf(&pb, "A%s ", vowelstr(sp))
}
if obj.Flags.Has(Known) {
fmt.Fprintf(&pb, "%s %s", num(obj.HPlus, obj.DPlus, Weapon), sp)
} else {
pb.WriteString(sp)
}
if obj.Count > 1 {
pb.WriteString("s")
}
if obj.Label != "" {
fmt.Fprintf(&pb, " called %s", obj.Label)
}
case KindArmor:
sp := it.Armors[which].Name
if obj.Flags.Has(Known) {
fmt.Fprintf(&pb, "%s %s [", num(aClass[which]-obj.ArmorClass, 0, Armor), sp)
fmt.Fprintf(&pb, "%s %s [", num(g.data.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)
}
@@ -87,20 +99,25 @@ func (g *RogueGame) invName(obj *Object, drop bool) string {
}
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] {
switch obj {
case p.CurRing[Left]:
out += " (on left hand)"
} else if obj == p.CurRing[Right] {
case p.CurRing[Right]:
out += " (on right hand)"
}
}
if out != "" {
if drop && isUpper(out[0]) {
out = string(toLower(out[0])) + out[1:]
@@ -108,6 +125,7 @@ func (g *RogueGame) invName(obj *Object, drop bool) string {
out = string(toUpper(out[0])) + out[1:]
}
}
return out
}
@@ -115,29 +133,36 @@ 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|
@@ -146,34 +171,43 @@ 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 {
default:
hand := Right
if obj == p.CurRing[Left] {
hand = Left
}
p.CurRing[hand] = nil
switch obj.RingKind() {
case RingAddStrength:
g.chgStr(-obj.Bonus)
g.changeStrength(-obj.Bonus)
case RingSeeInvisible:
g.unsee(0)
g.Extinguish(DUnsee)
}
}
return true
}
@@ -193,6 +227,7 @@ func (g *RogueGame) newThing() *Object {
} else {
kind = pickOne(g, g.Items.Things[:])
}
switch kind {
case 0:
cur.Kind = KindPotion
@@ -202,6 +237,7 @@ func (g *RogueGame) newThing() *Object {
cur.Which = pickOne(g, g.Items.Scrolls[:])
case 2:
cur.Kind = KindFood
g.Player.NoFood = 0
if g.rnd(10) != 0 {
cur.Which = 0
@@ -210,6 +246,7 @@ func (g *RogueGame) newThing() *Object {
}
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
@@ -219,7 +256,8 @@ func (g *RogueGame) newThing() *Object {
case 4:
cur.Kind = KindArmor
cur.Which = pickOne(g, g.Items.Armors[:])
cur.ArmorClass = aClass[cur.Which]
cur.ArmorClass = g.data.aClass[cur.Which]
if r := g.rnd(100); r < 20 {
cur.Flags.Set(Cursed)
cur.ArmorClass += g.rnd(3) + 1
@@ -228,6 +266,7 @@ func (g *RogueGame) newThing() *Object {
}
case 5:
cur.Kind = KindRing
cur.Which = pickOne(g, g.Items.Rings[:])
switch cur.RingKind() {
case RingAddStrength, RingProtection, RingDexterity, RingIncreaseDamage:
@@ -243,6 +282,7 @@ func (g *RogueGame) newThing() *Object {
cur.Which = pickOne(g, g.Items.Sticks[:])
g.fixStick(cur)
}
return cur
}
@@ -255,6 +295,7 @@ func pickOne(g *RogueGame, info []ObjInfo) int {
return idx
}
}
return 0 // bad pick_one: C resets to the start of the table
}
@@ -272,20 +313,27 @@ 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 +345,12 @@ func (g *RogueGame) discovered() {
Potion, Scroll, Ring, Stick)
}
}
if discList {
break
}
}
if ch == '*' {
g.printDisc(Potion)
g.addLine("")
@@ -320,6 +370,7 @@ 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 +381,23 @@ 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 +409,7 @@ 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]
@@ -368,6 +425,7 @@ 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...)
@@ -375,36 +433,43 @@ 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(' ')
@@ -417,19 +482,24 @@ func (g *RogueGame) addLine(format string, a ...any) int {
g.scr.Hw.Clear()
g.refresh()
}
pg.newpage = true
pg.lineCnt = 0
pg.maxlen = len(prompt)
}
if !isFlush && !(pg.lineCnt == 0 && line == "") {
if !isFlush && (pg.lineCnt != 0 || line != "") {
g.scr.Hw.MvAddStr(pg.lineCnt, 0, line)
pg.lineCnt++
if pg.maxlen < len(line) {
pg.maxlen = len(line)
}
pg.lastLine = line
}
}
return ^Escape
}
@@ -447,6 +517,7 @@ func (g *RogueGame) endLine() {
g.flushLine()
}
}
pg.lineCnt = 0
pg.newpage = false
}
@@ -459,20 +530,24 @@ 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 +555,22 @@ 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 +582,17 @@ 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 +614,17 @@ 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()
}

View File

@@ -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
}

View File

@@ -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
@@ -34,25 +36,29 @@ func (g *RogueGame) doMotion(obj *Object, ydelta, xdelta int) {
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 {
if obj.Pos != p.Pos && g.canSee(obj.Pos.Y, obj.Pos.X) && !g.Options.Terse {
ch := g.Level.Char(obj.Pos.Y, obj.Pos.X)
if ch == Floor && !g.showFloor() {
ch = ' '
}
g.mvaddch(obj.Pos.Y, obj.Pos.X, ch)
}
// Get the new position
obj.Pos.Y += ydelta
obj.Pos.X += xdelta
ch := g.Level.VisibleChar(obj.Pos.Y, obj.Pos.X)
if stepOk(ch) && ch != Door {
// It hasn't hit anything yet, so display it if it's alright.
if g.cansee(obj.Pos.Y, obj.Pos.X) && !g.Options.Terse {
if g.canSee(obj.Pos.Y, obj.Pos.X) && !g.Options.Terse {
g.mvaddch(obj.Pos.Y, obj.Pos.X, obj.Kind.Glyph())
g.refresh()
}
continue
}
break
}
}
@@ -62,22 +68,27 @@ 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 +103,58 @@ 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 +162,19 @@ 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 +186,7 @@ func num(n1, n2 int, typ byte) string {
if typ == Weapon {
out += fmt.Sprintf(",%+d", n2)
}
return out
}
@@ -177,7 +194,9 @@ 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 +206,7 @@ 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 +216,6 @@ func (g *RogueGame) fallpos(pos Coord) (Coord, bool) {
}
}
}
return newpos, cnt != 0
}

View File

@@ -8,50 +8,60 @@ 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:
switch obj.Kind {
case KindWeapon, 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]
obj.ArmorClass = g.data.aClass[obj.Which]
if bless == '-' {
obj.ArmorClass += g.rnd(3) + 1
}
if bless == '+' {
obj.ArmorClass -= g.rnd(3) + 1
}
}
case obj.Kind == KindRing:
case 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
@@ -61,15 +71,17 @@ func (g *RogueGame) createObj() {
case RingAggravateMonsters, RingTeleportation:
obj.Flags.Set(Cursed)
}
case obj.Kind == KindWand:
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)
}
@@ -77,18 +89,22 @@ func (g *RogueGame) createObj() {
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)---")
}
@@ -97,27 +113,35 @@ 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)
obj, _ = g.promptPackItem("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
continue
}
if !matchesFilter(kind, obj) {
g.msg("you must identify a %s", kind)
continue
}
break
}
if obj == nil {
@@ -136,7 +160,8 @@ 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))
}
// setKnow sets things up when we really know what a thing is (wizard.c
@@ -154,15 +179,18 @@ 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 +199,7 @@ func (g *RogueGame) teleport() {
p.VfHit = 0
g.Monsters['F'-'A'].Stats.Dmg = dice("000x0")
}
g.NoMove = 0
g.Count = 0
g.Running = false

View File

@@ -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()
}
@@ -105,8 +120,9 @@ func (t *Tcell) ReadChar() byte {
return 3
default:
if ev.Key() >= tcell.KeyCtrlA && ev.Key() <= tcell.KeyCtrlZ {
return byte(ev.Key())
return byte(ev.Key()) //nolint:gosec // G115: 1..26 fits
}
if r := ev.Rune(); r > 0 && r < 0x80 {
return byte(r)
}
@@ -118,18 +134,29 @@ func (t *Tcell) ReadChar() byte {
// 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
}
}