Files
rgoue/game/init.go
sneak 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

185 lines
4.2 KiB
Go

package game
import "strings"
// init.c — per-game randomization of item appearances and probability
// tables, and the player roll-up.
// initPlayer rolls her up (init.c init_player).
func (g *RogueGame) initPlayer() {
p := &g.Player
p.MaxStats = g.data.initStats
p.Stats = p.MaxStats
p.FoodLeft = HungerTime
// Give him some food
obj := newObject()
obj.Kind = KindFood
obj.Count = 1
g.addPack(obj, true)
// And his suit of armor
obj = newObject()
obj.Kind = KindArmor
obj.Which = int(ArmorRingMail)
obj.ArmorClass = g.data.aClass[ArmorRingMail] - 1
obj.Flags.Set(Known)
obj.Count = 1
p.CurArmor = obj
g.addPack(obj, true)
// Give him his weaponry. First a mace.
obj = newObject()
g.initWeapon(obj, WeaponMace)
obj.HPlus = 1
obj.DPlus = 1
obj.Flags.Set(Known)
g.addPack(obj, true)
p.CurWeapon = obj
// Now a +1 bow
obj = newObject()
g.initWeapon(obj, WeaponBow)
obj.HPlus = 1
obj.Flags.Set(Known)
g.addPack(obj, true)
// Now some arrows
obj = newObject()
g.initWeapon(obj, WeaponArrow)
obj.Count = g.rnd(15) + 25
obj.Flags.Set(Known)
g.addPack(obj, true)
}
// initColors initializes the potion color scheme for this game
// (init.c init_colors).
func (g *RogueGame) initColors() {
used := make([]bool, len(g.data.rainbow))
for i := range NumPotionTypes {
var j int
for {
j = g.rnd(len(g.data.rainbow))
if !used[j] {
break
}
}
used[j] = true
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 := 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 := 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(), " ")
}
}
// initStones initializes the ring stone setting scheme for this game
// (init.c init_stones).
func (g *RogueGame) initStones() {
used := make([]bool, len(g.data.stoneTable))
for i := range NumRingTypes {
var j int
for {
j = g.rnd(len(g.data.stoneTable))
if !used[j] {
break
}
}
used[j] = true
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(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(g.data.metals))
if !metused[j] {
g.Items.WandType[i] = wandName
str = g.data.metals[j]
metused[j] = true
break
}
} else {
j := g.rnd(len(g.data.woods))
if !used[j] {
g.Items.WandType[i] = staffName
str = g.data.woods[j]
used[j] = true
break
}
}
}
g.Items.WandMade[i] = str
}
}
// sumProbs sums up the probabilities for items appearing, converting the
// per-item weights into a cumulative distribution (init.c sumprobs).
func sumProbs(info []ObjInfo) {
for i := 1; i < len(info); i++ {
info[i].Prob += info[i-1].Prob
}
}
// initProbs copies the base tables into the game and initializes the
// probabilities for the various items (init.c init_probs).
func (g *RogueGame) initProbs() {
g.Items.Things = 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[:])
sumProbs(g.Items.Scrolls[:])
sumProbs(g.Items.Rings[:])
sumProbs(g.Items.Sticks[:])
sumProbs(g.Items.Weapons[:NumWeaponTypes]) // C sums MAXWEAPONS, excluding the flame entry
sumProbs(g.Items.Armors[:])
}
// pickColor returns the given color, or a random one if the hero is
// hallucinating (init.c pick_color).
func (g *RogueGame) pickColor(col string) string {
if g.Player.On(Hallucinating) {
return g.data.rainbow[g.rnd(len(g.data.rainbow))]
}
return col
}