536 lines
11 KiB
Go
536 lines
11 KiB
Go
package game
|
|
|
|
// pack.c — routines to deal with the pack.
|
|
|
|
// addPack picks up an object and adds it to the pack; if obj is non-nil use
|
|
// it instead of getting it off the ground (pack.c add_pack).
|
|
func (g *RogueGame) addPack(obj *Object, silent bool) {
|
|
p := &g.Player
|
|
fromFloor := false
|
|
|
|
if 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 g.pickupScareScroll(obj) {
|
|
return
|
|
}
|
|
|
|
obj, ok := g.packInsert(obj, fromFloor)
|
|
if !ok {
|
|
return
|
|
}
|
|
|
|
obj.Flags.Set(WasFound)
|
|
|
|
// If this was the object of something's desire, that monster will get
|
|
// mad and run at the hero.
|
|
for _, op := range g.Level.Monsters {
|
|
if op.Dest == &obj.Pos {
|
|
op.Dest = &p.Pos
|
|
}
|
|
}
|
|
|
|
if obj.Kind == KindAmulet {
|
|
g.HasAmulet = true
|
|
}
|
|
// Notify the user
|
|
if !silent {
|
|
if !g.Options.Terse {
|
|
g.addmsgf("you now have ")
|
|
}
|
|
|
|
g.msg("%s (%c)", g.inventoryName(obj, !g.Options.Terse), obj.PackCh)
|
|
}
|
|
}
|
|
|
|
// pickupScareScroll crumbles a found scare monster scroll when it is
|
|
// picked up again; it reports whether it did (pack.c add_pack).
|
|
func (g *RogueGame) pickupScareScroll(obj *Object) bool {
|
|
if obj.Kind != KindScroll || obj.ScrollKind() != ScrollScareMonster ||
|
|
!obj.Flags.Has(WasFound) {
|
|
return false
|
|
}
|
|
|
|
p := &g.Player
|
|
|
|
g.Level.RemoveObject(obj)
|
|
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorCh())
|
|
|
|
if p.Room.Flags.Has(Gone) {
|
|
g.Level.SetChar(p.Pos.Y, p.Pos.X, Passage)
|
|
} else {
|
|
g.Level.SetChar(p.Pos.Y, p.Pos.X, Floor)
|
|
}
|
|
|
|
g.msg("the scroll turns to dust as you pick it up")
|
|
|
|
return true
|
|
}
|
|
|
|
// packInsert places the object in the pack, keeping items of one type
|
|
// together and merging stackable and grouped items — a translation of
|
|
// the C linked-list walk in pack.c add_pack. It returns the pack entry
|
|
// the object ended up as; ok is false when the pack has no room.
|
|
func (g *RogueGame) packInsert(obj *Object, fromFloor bool) (*Object, bool) {
|
|
p := &g.Player
|
|
if len(p.Pack) == 0 {
|
|
p.Pack = append(p.Pack, obj)
|
|
obj.PackCh = p.nextPackChar()
|
|
p.Inpack++
|
|
|
|
return obj, true
|
|
}
|
|
|
|
merged := false
|
|
|
|
// lp is the index to insert after; -1 after a merge means no
|
|
// insertion.
|
|
i, lp := packScanKind(p.Pack, obj.Kind)
|
|
if i < len(p.Pack) {
|
|
i, lp = packScanWhich(p.Pack, obj, i, lp)
|
|
|
|
if op := p.Pack[i]; op.Kind == obj.Kind && op.Which == obj.Which {
|
|
var ok bool
|
|
|
|
obj, lp, merged, ok = g.packMatch(obj, op, i, fromFloor)
|
|
if !ok {
|
|
return nil, false
|
|
}
|
|
}
|
|
}
|
|
|
|
if !merged && lp != -1 {
|
|
if !g.packRoom(fromFloor, obj) {
|
|
return nil, false
|
|
}
|
|
|
|
obj.PackCh = p.nextPackChar()
|
|
p.Pack = append(p.Pack[:lp+1],
|
|
append([]*Object{obj}, p.Pack[lp+1:]...)...)
|
|
}
|
|
|
|
return obj, true
|
|
}
|
|
|
|
// packScanKind scans to the first pack entry of this kind, returning
|
|
// its index (or the pack length) and the entry to insert after (the
|
|
// outer scan of pack.c add_pack).
|
|
func packScanKind(pack []*Object, kind ObjectKind) (int, int) {
|
|
lp := -1
|
|
|
|
i := 0
|
|
for ; i < len(pack); i++ {
|
|
if pack[i].Kind == kind {
|
|
break
|
|
}
|
|
|
|
lp = i
|
|
}
|
|
|
|
return i, lp
|
|
}
|
|
|
|
// packScanWhich scans within the kind group for the matching subtype
|
|
// (the inner scan of pack.c add_pack).
|
|
func packScanWhich(pack []*Object, obj *Object, i, lp int) (int, int) {
|
|
for pack[i].Kind == obj.Kind && pack[i].Which != obj.Which {
|
|
lp = i
|
|
if i+1 >= len(pack) {
|
|
break
|
|
}
|
|
|
|
i++
|
|
}
|
|
|
|
return i, lp
|
|
}
|
|
|
|
// packMatch merges the object with a matching pack entry when possible:
|
|
// stackables merge counts, grouped missiles rejoin their bundle, and
|
|
// anything else marks the insertion point (the matched-subtype switch
|
|
// of pack.c add_pack). It returns the resulting entry, the insert-after
|
|
// index, whether a merge happened, and ok false when the pack is full.
|
|
func (g *RogueGame) packMatch(obj, op *Object, i int, fromFloor bool) (*Object, int, bool, bool) {
|
|
switch {
|
|
case op.Kind.MergesInPack():
|
|
if !g.packRoom(fromFloor, obj) {
|
|
return nil, 0, false, false
|
|
}
|
|
|
|
op.Count++
|
|
|
|
return op, -1, true, true
|
|
case obj.Group != 0:
|
|
return g.packMatchGroup(obj, i, fromFloor)
|
|
default:
|
|
return obj, i, false, true
|
|
}
|
|
}
|
|
|
|
// packMatchGroup rejoins a grouped missile bundle with its group entry
|
|
// (the o_group arm of pack.c add_pack).
|
|
func (g *RogueGame) packMatchGroup(obj *Object, i int, fromFloor bool) (*Object, int, bool, bool) {
|
|
p := &g.Player
|
|
|
|
lp := i
|
|
for p.Pack[i].Kind == obj.Kind &&
|
|
p.Pack[i].Which == obj.Which &&
|
|
p.Pack[i].Group != obj.Group {
|
|
lp = i
|
|
if i+1 >= len(p.Pack) {
|
|
break
|
|
}
|
|
|
|
i++
|
|
}
|
|
|
|
op := p.Pack[i]
|
|
if op.Kind == obj.Kind && op.Which == obj.Which &&
|
|
op.Group == obj.Group {
|
|
op.Count += obj.Count
|
|
p.Inpack--
|
|
|
|
if !g.packRoom(fromFloor, obj) {
|
|
return nil, 0, false, false
|
|
}
|
|
|
|
return op, -1, true, true
|
|
}
|
|
|
|
return obj, lp, false, true
|
|
}
|
|
|
|
// packRoom sees if there's room in the pack; if not, prints an appropriate
|
|
// message (pack.c pack_room).
|
|
func (g *RogueGame) packRoom(fromFloor bool, obj *Object) bool {
|
|
p := &g.Player
|
|
if p.Inpack++; p.Inpack > MaxPack {
|
|
if !g.Options.Terse {
|
|
g.addmsgf("there's ")
|
|
}
|
|
|
|
g.addmsgf("no room")
|
|
|
|
if !g.Options.Terse {
|
|
g.addmsgf(" in your pack")
|
|
}
|
|
|
|
g.endmsg()
|
|
|
|
if fromFloor {
|
|
g.moveMsg(obj)
|
|
}
|
|
|
|
p.Inpack = MaxPack
|
|
|
|
return false
|
|
}
|
|
|
|
if fromFloor {
|
|
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), keeping
|
|
// the repeat-command bookkeeping; the pack surgery is
|
|
// Player.removeFromPack.
|
|
func (g *RogueGame) leavePack(obj *Object, newobj, all bool) *Object {
|
|
if obj.Count > 1 && !all {
|
|
g.LastPick = obj
|
|
} else {
|
|
g.LastPick = nil
|
|
}
|
|
|
|
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 !matchesFilter(kind, item) {
|
|
continue
|
|
}
|
|
|
|
g.NObjs++
|
|
g.Msgs.MsgEsc = true
|
|
|
|
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 kind == KindNone {
|
|
g.msg("%s", g.chooseTerse("empty handed", "you are empty handed"))
|
|
} else {
|
|
g.msg("%s", g.chooseTerse("nothing appropriate",
|
|
"you don't have anything appropriate"))
|
|
}
|
|
|
|
return false
|
|
}
|
|
|
|
g.endLine()
|
|
|
|
return true
|
|
}
|
|
|
|
// pickUp adds something to the character's pack (pack.c pick_up).
|
|
func (g *RogueGame) pickUp(ch byte) {
|
|
p := &g.Player
|
|
if p.On(Levitating) {
|
|
return
|
|
}
|
|
|
|
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)
|
|
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.addmsgf("you ")
|
|
}
|
|
|
|
g.msg("moved onto %s", g.inventoryName(obj, true))
|
|
}
|
|
|
|
// pickyInven allows the player to inventory a single item (pack.c
|
|
// picky_inven).
|
|
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.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.inventoryName(obj, false))
|
|
|
|
return
|
|
}
|
|
}
|
|
|
|
g.msg("'%s' not in pack", unctrl(mch))
|
|
}
|
|
|
|
// promptPackItem picks something out of a pack for a purpose (pack.c
|
|
// get_item); the second result reports whether the player chose an
|
|
// item.
|
|
func (g *RogueGame) promptPackItem(purpose string, kind ObjectKind) (*Object, bool) {
|
|
p := &g.Player
|
|
if len(p.Pack) == 0 {
|
|
g.msg("you aren't carrying anything")
|
|
|
|
return nil, false
|
|
}
|
|
|
|
if g.Again {
|
|
return g.repeatLastItem()
|
|
}
|
|
|
|
for {
|
|
g.promptItemPurpose(purpose)
|
|
|
|
ch := g.readchar()
|
|
g.Msgs.Mpos = 0
|
|
// Give the poor player a chance to abort the command
|
|
if ch == Escape {
|
|
g.resetLast()
|
|
g.After = false
|
|
g.msg("")
|
|
|
|
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, false
|
|
}
|
|
|
|
continue
|
|
}
|
|
|
|
for _, obj := range p.Pack {
|
|
if obj.PackCh == ch {
|
|
return obj, true
|
|
}
|
|
}
|
|
|
|
g.msg("'%s' is not a valid item", unctrl(ch))
|
|
}
|
|
}
|
|
|
|
// repeatLastItem replays the previous selection for the repeat command
|
|
// (pack.c get_item).
|
|
func (g *RogueGame) repeatLastItem() (*Object, bool) {
|
|
if g.LastPick != nil {
|
|
return g.LastPick, true
|
|
}
|
|
|
|
g.msg("you ran out")
|
|
|
|
return nil, false
|
|
}
|
|
|
|
// promptItemPurpose prints the "which object do you want to ...?"
|
|
// prompt (pack.c get_item).
|
|
func (g *RogueGame) promptItemPurpose(purpose string) {
|
|
if !g.Options.Terse {
|
|
g.addmsgf("which object do you want to ")
|
|
}
|
|
|
|
g.addmsgf("%s", purpose)
|
|
|
|
if g.Options.Terse {
|
|
g.addmsgf(" what")
|
|
}
|
|
|
|
g.msg("? (* for list): ")
|
|
}
|
|
|
|
// money adds or subtracts gold from the pack (pack.c money).
|
|
func (g *RogueGame) money(value int) {
|
|
p := &g.Player
|
|
p.Purse += value
|
|
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorCh())
|
|
|
|
if p.Room.Flags.Has(Gone) {
|
|
g.Level.SetChar(p.Pos.Y, p.Pos.X, Passage)
|
|
} else {
|
|
g.Level.SetChar(p.Pos.Y, p.Pos.X, Floor)
|
|
}
|
|
|
|
if value > 0 {
|
|
if !g.Options.Terse {
|
|
g.addmsgf("you found ")
|
|
}
|
|
|
|
g.msg("%d gold pieces", value)
|
|
}
|
|
}
|
|
|
|
// floorCh returns the appropriate floor character for her room
|
|
// (pack.c floor_ch).
|
|
func (g *RogueGame) floorCh() byte {
|
|
if g.Player.Room.Flags.Has(Gone) {
|
|
return Passage
|
|
}
|
|
|
|
if g.showFloor() {
|
|
return Floor
|
|
}
|
|
|
|
return ' '
|
|
}
|
|
|
|
// floorAt returns the character at the hero's position, taking see_floor
|
|
// into account (pack.c floor_at).
|
|
func (g *RogueGame) floorAt() byte {
|
|
ch := g.Level.Char(g.Player.Pos.Y, g.Player.Pos.X)
|
|
if ch == Floor {
|
|
ch = g.floorCh()
|
|
}
|
|
|
|
return ch
|
|
}
|
|
|
|
// resetLast resets the last command when the current one is aborted
|
|
// (pack.c reset_last).
|
|
func (g *RogueGame) resetLast() {
|
|
g.LastComm = g.LLastComm
|
|
g.LastDir = g.LLastDir
|
|
g.LastPick = g.LLastPick
|
|
}
|
|
|
|
// chooseTerse picks the terse or verbose variant of a message.
|
|
func (g *RogueGame) chooseTerse(terse, verbose string) string {
|
|
if g.Options.Terse {
|
|
return terse
|
|
}
|
|
|
|
return verbose
|
|
}
|