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