- potions.c completed: quaff with all 14 potion effects, the PACT standard-fuse table (do_pot), raise_level; the see-invisible fruit- juice message is computed at quaff time as in C - scrolls.c in full: read_scroll with all 18 scroll effects including the magic-mapping map rewrite and identify dispatch, uncurse - options.c in full: the interactive options screen, get_bool/get_str/ get_inv_t/get_sf editors, ROGUEOPTS parsing (prefix matching, no- prefixed booleans, ~ expansion), strucpy - misc.c call_it via the get_str line editor - turn_see gets a DaemonID (C casts it to a fuse callback for the monster-detection potion) Tests: healing/confusion potions with fuse burn-down, enchant armor, hold monster, slow-monster zap, ROGUEOPTS parsing, and a regression test documenting the C wake_monster ISGREED/ISHELD quirk the port keeps faithfully.
471 lines
9.9 KiB
Go
471 lines
9.9 KiB
Go
package game
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// misc.c — look() display maintenance, direction input, eating, level-ups,
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// and small utilities. call_it arrives with the scroll/potion phase (it
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// needs the get_str line editor).
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// look takes a quick glance all around the player (misc.c look).
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func (g *RogueGame) look(wakeup bool) {
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p := &g.Player
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hero := p.Pos
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passcount := 0
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rp := p.Room
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if g.Oldpos != hero {
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g.eraseLamp(g.Oldpos, g.Oldrp)
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g.Oldpos = hero
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g.Oldrp = rp
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}
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ey := hero.Y + 1
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ex := hero.X + 1
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sx := hero.X - 1
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sy := hero.Y - 1
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sumhero, diffhero := 0, 0
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if g.DoorStop && !g.Firstmove && g.Running {
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sumhero = hero.Y + hero.X
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diffhero = hero.Y - hero.X
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}
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pp := g.Level.At(hero.Y, hero.X)
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pch := pp.Ch
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pfl := pp.Flags
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for y := sy; y <= ey; y++ {
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if y <= 0 || y >= NumLines-1 {
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continue
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}
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for x := sx; x <= ex; x++ {
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if x < 0 || x >= NumCols {
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continue
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}
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if !p.On(IsBlind) {
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if y == hero.Y && x == hero.X {
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continue
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}
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}
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pp := g.Level.At(y, x)
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ch := pp.Ch
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if ch == ' ' { // nothing need be done with a ' '
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continue
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}
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fp := &pp.Flags
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if pch != Door && ch != Door {
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if (pfl & FPass) != (*fp & FPass) {
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continue
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}
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}
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if (fp.Has(FPass) || ch == Door) && (pfl.Has(FPass) || pch == Door) {
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if hero.X != x && hero.Y != y &&
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!stepOk(g.Level.Char(y, hero.X)) && !stepOk(g.Level.Char(hero.Y, x)) {
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continue
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}
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}
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tp := pp.Monst
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if tp == nil {
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ch = g.tripCh(y, x, ch)
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} else if p.On(SeeMonst) && tp.On(IsInvis) {
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if g.DoorStop && !g.Firstmove {
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g.Running = false
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}
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continue
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} else {
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if wakeup {
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g.wakeMonster(y, x)
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}
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if g.seeMonst(tp) {
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if p.On(IsHalu) {
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ch = byte(g.rnd(26) + 'A')
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} else {
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ch = tp.Disguise
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}
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}
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}
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if p.On(IsBlind) && (y != hero.Y || x != hero.X) {
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continue
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}
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g.move(y, x)
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if p.Room.Flags.Has(IsDark) && !g.Options.SeeFloor && ch == Floor {
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ch = ' '
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}
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if tp != nil || ch != g.inch() {
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g.addch(ch)
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}
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if g.DoorStop && !g.Firstmove && g.Running {
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switch g.RunCh {
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case 'h':
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if x == ex {
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continue
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}
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case 'j':
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if y == sy {
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continue
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}
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case 'k':
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if y == ey {
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continue
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}
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case 'l':
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if x == sx {
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continue
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}
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case 'y':
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if (y+x)-sumhero >= 1 {
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continue
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}
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case 'u':
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if (y-x)-diffhero >= 1 {
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continue
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}
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case 'n':
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if (y+x)-sumhero <= -1 {
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continue
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}
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case 'b':
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if (y-x)-diffhero <= -1 {
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continue
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}
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}
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switch ch {
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case Door:
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if x == hero.X || y == hero.Y {
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g.Running = false
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}
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case Passage:
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if x == hero.X || y == hero.Y {
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passcount++
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}
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case Floor, '|', '-', ' ':
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default:
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g.Running = false
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}
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}
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}
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}
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if g.DoorStop && !g.Firstmove && passcount > 1 {
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g.Running = false
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}
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if !g.Running || !g.Options.Jump {
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g.mvaddch(hero.Y, hero.X, PlayerCh)
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}
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}
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// tripCh returns the character for this space, taking into account whether
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// or not the player is tripping (misc.c trip_ch).
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func (g *RogueGame) tripCh(y, x int, ch byte) byte {
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if g.Player.On(IsHalu) && g.After {
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switch ch {
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case Floor, ' ', Passage, '-', '|', Door, Trap:
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default:
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if y != g.Level.Stairs.Y || x != g.Level.Stairs.X || !g.SeenStairs {
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ch = g.rndThing()
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}
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}
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}
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return ch
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}
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// eraseLamp erases the area shown by a lamp in a dark room
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// (misc.c erase_lamp).
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func (g *RogueGame) eraseLamp(pos Coord, rp *Room) {
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if !(g.Options.SeeFloor && rp.Flags&(IsGone|IsDark) == IsDark &&
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!g.Player.On(IsBlind)) {
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return
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}
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ey := pos.Y + 1
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ex := pos.X + 1
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sy := pos.Y - 1
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for x := pos.X - 1; x <= ex; x++ {
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for y := sy; y <= ey; y++ {
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if y == g.Player.Pos.Y && x == g.Player.Pos.X {
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continue
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}
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g.move(y, x)
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if g.inch() == Floor {
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g.addch(' ')
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}
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}
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}
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}
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// showFloor reports whether we show the floor in her room at this time
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// (misc.c show_floor).
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func (g *RogueGame) showFloor() bool {
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if g.Player.Room.Flags&(IsGone|IsDark) == IsDark && !g.Player.On(IsBlind) {
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return g.Options.SeeFloor
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}
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return true
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}
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// findObj finds the unclaimed object at (y, x) (misc.c find_obj).
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func (g *RogueGame) findObj(y, x int) *Object {
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for _, obj := range g.Level.Objects {
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if obj.Pos.Y == y && obj.Pos.X == x {
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return obj
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}
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}
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return nil
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}
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// eat lets her try to eat something (misc.c eat).
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func (g *RogueGame) eat() {
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obj := g.getItem("eat", int(Food))
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if obj == nil {
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return
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}
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if obj.Type != Food {
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if !g.Options.Terse {
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g.msg("ugh, you would get ill if you ate that")
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} else {
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g.msg("that's Inedible!")
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}
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return
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}
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p := &g.Player
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if p.FoodLeft < 0 {
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p.FoodLeft = 0
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}
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if p.FoodLeft += HungerTime - 200 + g.rnd(400); p.FoodLeft > StomachSize {
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p.FoodLeft = StomachSize
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}
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p.HungryState = 0
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if obj == p.CurWeapon {
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p.CurWeapon = nil
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}
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if obj.Which == 1 {
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g.msg("my, that was a yummy %s", g.Fruit)
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} else if g.rnd(100) > 70 {
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p.Stats.Exp++
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g.msg("%s, this food tastes awful", g.chooseStr("bummer", "yuk"))
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g.checkLevel()
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} else {
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g.msg("%s, that tasted good", g.chooseStr("oh, wow", "yum"))
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}
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g.leavePack(obj, false, false)
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}
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// checkLevel checks to see if the guy has gone up a level (misc.c
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// check_level).
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func (g *RogueGame) checkLevel() {
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p := &g.Player
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var i int
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for i = 0; eLevels[i] != 0; i++ {
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if eLevels[i] > p.Stats.Exp {
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break
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}
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}
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i++
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olevel := p.Stats.Lvl
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p.Stats.Lvl = i
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if i > olevel {
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add := g.roll(i-olevel, 10)
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p.Stats.MaxHP += add
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p.Stats.HP += add
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g.msg("welcome to level %d", i)
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}
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}
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// chgStr modifies the player's strength, keeping track of the highest it
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// has been (misc.c chg_str).
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func (g *RogueGame) chgStr(amt int) {
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if amt == 0 {
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return
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}
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p := &g.Player
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addStr(&p.Stats.Str, amt)
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comp := p.Stats.Str
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if p.IsRing(Left, RAddStr) {
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addStr(&comp, -p.CurRing[Left].Arm)
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}
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if p.IsRing(Right, RAddStr) {
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addStr(&comp, -p.CurRing[Right].Arm)
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}
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if comp > p.MaxStats.Str {
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p.MaxStats.Str = comp
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}
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}
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// addStr performs the actual strength add, checking bounds (misc.c add_str).
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func addStr(sp *int, amt int) {
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if *sp += amt; *sp < 3 {
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*sp = 3
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} else if *sp > 31 {
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*sp = 31
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}
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}
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// addHaste adds a haste to the player (misc.c add_haste).
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func (g *RogueGame) addHaste(potion bool) bool {
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p := &g.Player
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if p.On(IsHaste) {
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g.NoCommand += g.rnd(8)
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p.Flags.Clear(IsRun | IsHaste)
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g.Extinguish(DNohaste)
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g.msg("you faint from exhaustion")
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return false
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}
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p.Flags.Set(IsHaste)
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if potion {
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g.Fuse(DNohaste, 0, g.rnd(4)+4, After)
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}
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return true
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}
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// aggravate aggravates all the monsters on this level (misc.c aggravate).
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func (g *RogueGame) aggravate() {
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// runto() can splice the monster list while we walk it, so iterate a copy.
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monsters := append([]*Monster(nil), g.Level.Monsters...)
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for _, mp := range monsters {
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g.runto(mp.Pos)
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}
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}
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// vowelstr returns "n" if the string starts with a vowel, for "a"/"an"
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// (misc.c vowelstr).
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func vowelstr(str string) string {
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if str == "" {
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return ""
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}
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switch str[0] {
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case 'a', 'A', 'e', 'E', 'i', 'I', 'o', 'O', 'u', 'U':
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return "n"
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}
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return ""
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}
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// isCurrent sees if the object is one of the currently used items
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// (misc.c is_current).
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func (g *RogueGame) isCurrent(obj *Object) bool {
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if obj == nil {
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return false
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}
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p := &g.Player
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if obj == p.CurArmor || obj == p.CurWeapon ||
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obj == p.CurRing[Left] || obj == p.CurRing[Right] {
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if !g.Options.Terse {
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g.addmsg("That's already ")
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}
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g.msg("in use")
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return true
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}
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return false
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}
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// getDir sets up the direction coordinate for use in various "prefix"
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// commands (misc.c get_dir).
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func (g *RogueGame) getDir() bool {
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if g.Again && g.LastDir != 0 {
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g.Delta = g.lastDelt
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g.DirCh = g.LastDir
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} else {
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prompt := "direction: "
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if !g.Options.Terse {
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prompt = "which direction? "
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g.msg("%s", prompt)
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}
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for {
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gotit := true
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switch g.DirCh = g.readchar(); g.DirCh {
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case 'h', 'H':
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g.Delta = Coord{X: -1, Y: 0}
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case 'j', 'J':
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g.Delta = Coord{X: 0, Y: 1}
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case 'k', 'K':
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g.Delta = Coord{X: 0, Y: -1}
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case 'l', 'L':
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g.Delta = Coord{X: 1, Y: 0}
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case 'y', 'Y':
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g.Delta = Coord{X: -1, Y: -1}
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case 'u', 'U':
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g.Delta = Coord{X: 1, Y: -1}
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case 'b', 'B':
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g.Delta = Coord{X: -1, Y: 1}
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case 'n', 'N':
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g.Delta = Coord{X: 1, Y: 1}
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case Escape:
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g.LastDir = 0
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g.resetLast()
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return false
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default:
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g.Msgs.Mpos = 0
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g.msg("%s", prompt)
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gotit = false
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}
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if gotit {
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break
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}
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}
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g.DirCh = toLower(g.DirCh)
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g.LastDir = g.DirCh
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g.lastDelt = g.Delta
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}
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if g.Player.On(IsHuh) && g.rnd(5) == 0 {
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for {
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g.Delta.Y = g.rnd(3) - 1
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g.Delta.X = g.rnd(3) - 1
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if g.Delta.Y != 0 || g.Delta.X != 0 {
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break
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}
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}
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}
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g.Msgs.Mpos = 0
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return true
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}
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// callIt calls an object something after use (misc.c call_it).
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func (g *RogueGame) callIt(info *ObjInfo) {
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if info.Know {
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info.Guess = ""
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} else if info.Guess == "" {
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g.msg("%s", g.chooseTerse("call it: ", "what do you want to call it? "))
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buf := ""
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if g.getStr(&buf, g.scr.Std) == Norm {
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if buf != "" {
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info.Guess = buf
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}
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}
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}
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}
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// thingList is misc.c rnd_thing()'s static table.
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var thingList = []byte{
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Potion, Scroll, Ring, Stick, Food, Weapon, Armor, Stairs, Gold, Amulet,
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}
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// rndThing picks a random thing appropriate for this level (misc.c
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// rnd_thing).
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func (g *RogueGame) rndThing() byte {
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var i int
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if g.Depth >= AmuletLevel {
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i = g.rnd(len(thingList))
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} else {
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i = g.rnd(len(thingList) - 1)
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}
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return thingList[i]
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}
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// chooseStr picks the first or second string depending on whether the
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// player is tripping (misc.c choose_str).
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func (g *RogueGame) chooseStr(ts, ns string) string {
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if g.Player.On(IsHalu) {
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return ts
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}
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return ns
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}
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// unctrl gives a printable representation of a character, like curses
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// unctrl(): control characters display as ^X.
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func unctrl(ch byte) string {
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if ch < ' ' {
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return "^" + string(ch+'@')
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}
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if ch == 0x7f {
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return "^?"
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}
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return string(ch)
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}
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