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