- 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.
291 lines
7.1 KiB
Go
291 lines
7.1 KiB
Go
package game
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import "fmt"
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// potions.c — functions for dealing with potions.
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// pact describes a standard fuse-based potion (potions.c PACT).
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type pact struct {
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flags CreatureFlags
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daemon DaemonID
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time int
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high string // message when hallucinating
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straight string
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}
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// pActions is potions.c p_actions[]. The P_SEEINVIS message is dynamic
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// (it names the fruit) and is computed in doPot.
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var pActions = [MaxPotions]pact{
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PConfuse: {IsHuh, DUnconfuse, HuhDuration,
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"what a tripy feeling!",
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"wait, what's going on here. Huh? What? Who?"},
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PLSD: {IsHalu, DComeDown, SeeDuration,
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"Oh, wow! Everything seems so cosmic!",
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"Oh, wow! Everything seems so cosmic!"},
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PSeeInvis: {CanSee, DUnsee, SeeDuration, "", ""},
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PBlind: {IsBlind, DSight, SeeDuration,
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"oh, bummer! Everything is dark! Help!",
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"a cloak of darkness falls around you"},
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PLevit: {IsLevit, DLand, HealTime,
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"oh, wow! You're floating in the air!",
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"you start to float in the air"},
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}
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// quaff drinks a potion from the pack (potions.c quaff).
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func (g *RogueGame) quaff() {
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p := &g.Player
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obj := g.getItem("quaff", int(Potion))
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// Make certain that it is something that we want to drink
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if obj == nil {
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return
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}
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if obj.Type != Potion {
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if !g.Options.Terse {
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g.msg("yuk! Why would you want to drink that?")
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} else {
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g.msg("that's undrinkable")
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}
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return
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}
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if obj == p.CurWeapon {
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p.CurWeapon = nil
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}
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// Calculate the effect it has on the poor guy.
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trip := p.On(IsHalu)
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g.leavePack(obj, false, false)
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switch obj.Which {
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case PConfuse:
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g.doPot(PConfuse, !trip)
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case PPoison:
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g.Items.Potions[PPoison].Know = true
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if p.IsWearing(RSustStr) {
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g.msg("you feel momentarily sick")
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} else {
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g.chgStr(-(g.rnd(3) + 1))
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g.msg("you feel very sick now")
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g.comeDown(0)
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}
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case PHealing:
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g.Items.Potions[PHealing].Know = true
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if p.Stats.HP += g.roll(p.Stats.Lvl, 4); p.Stats.HP > p.Stats.MaxHP {
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p.Stats.MaxHP++
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p.Stats.HP = p.Stats.MaxHP
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}
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g.sight(0)
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g.msg("you begin to feel better")
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case PStrength:
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g.Items.Potions[PStrength].Know = true
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g.chgStr(1)
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g.msg("you feel stronger, now. What bulging muscles!")
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case PMFind:
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p.Flags.Set(SeeMonst)
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g.Fuse(DTurnSee, 1, HuhDuration, After)
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if !g.turnSee(false) {
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g.msg("you have a %s feeling for a moment, then it passes",
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g.chooseStr("normal", "strange"))
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}
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case PTFind:
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// Potion of magic detection. Show the potions and scrolls
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show := false
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if len(g.Level.Objects) > 0 {
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g.scr.Hw.Clear()
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for _, tp := range g.Level.Objects {
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if tp.isMagic() {
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show = true
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g.scr.Hw.MvAddCh(tp.Pos.Y, tp.Pos.X, Magic)
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g.Items.Potions[PTFind].Know = true
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}
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}
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for _, mp := range g.Level.Monsters {
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for _, tp := range mp.Pack {
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if tp.isMagic() {
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show = true
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g.scr.Hw.MvAddCh(mp.Pos.Y, mp.Pos.X, Magic)
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}
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}
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}
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}
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if show {
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g.Items.Potions[PTFind].Know = true
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g.showWin("You sense the presence of magic on this level.--More--")
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} else {
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g.msg("you have a %s feeling for a moment, then it passes",
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g.chooseStr("normal", "strange"))
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}
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case PLSD:
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if !trip {
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if p.On(SeeMonst) {
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g.turnSee(false)
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}
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g.StartDaemon(DVisuals, 0, Before)
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g.SeenStairs = g.seenStairs()
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}
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g.doPot(PLSD, true)
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case PSeeInvis:
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show := p.On(CanSee)
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g.doPot(PSeeInvis, false)
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if !show {
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g.invisOn()
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}
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g.sight(0)
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case PRaise:
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g.Items.Potions[PRaise].Know = true
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g.msg("you suddenly feel much more skillful")
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g.raiseLevel()
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case PXHeal:
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g.Items.Potions[PXHeal].Know = true
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if p.Stats.HP += g.roll(p.Stats.Lvl, 8); p.Stats.HP > p.Stats.MaxHP {
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if p.Stats.HP > p.Stats.MaxHP+p.Stats.Lvl+1 {
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p.Stats.MaxHP++
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}
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p.Stats.MaxHP++
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p.Stats.HP = p.Stats.MaxHP
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}
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g.sight(0)
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g.comeDown(0)
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g.msg("you begin to feel much better")
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case PHaste:
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g.Items.Potions[PHaste].Know = true
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g.After = false
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if g.addHaste(true) {
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g.msg("you feel yourself moving much faster")
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}
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case PRestore:
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if p.IsRing(Left, RAddStr) {
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addStr(&p.Stats.Str, -p.CurRing[Left].Arm)
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}
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if p.IsRing(Right, RAddStr) {
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addStr(&p.Stats.Str, -p.CurRing[Right].Arm)
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}
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if p.Stats.Str < p.MaxStats.Str {
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p.Stats.Str = p.MaxStats.Str
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}
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if p.IsRing(Left, RAddStr) {
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addStr(&p.Stats.Str, p.CurRing[Left].Arm)
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}
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if p.IsRing(Right, RAddStr) {
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addStr(&p.Stats.Str, p.CurRing[Right].Arm)
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}
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g.msg("hey, this tastes great. It make you feel warm all over")
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case PBlind:
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g.doPot(PBlind, true)
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case PLevit:
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g.doPot(PLevit, true)
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}
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g.status()
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// Throw the item away
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g.callIt(&g.Items.Potions[obj.Which])
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}
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// raiseLevel: the guy just magically went up a level (potions.c
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// raise_level).
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func (g *RogueGame) raiseLevel() {
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g.Player.Stats.Exp = eLevels[g.Player.Stats.Lvl-1] + 1
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g.checkLevel()
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}
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// doPot does a potion with standard setup: it uses a fuse and turns on a
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// flag (potions.c do_pot).
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func (g *RogueGame) doPot(typ int, knowit bool) {
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pp := &pActions[typ]
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if !g.Items.Potions[typ].Know {
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g.Items.Potions[typ].Know = knowit
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}
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t := g.spread(pp.time)
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if !g.Player.On(pp.flags) {
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g.Player.Flags.Set(pp.flags)
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g.Fuse(pp.daemon, 0, t, After)
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g.look(false)
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} else {
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g.Lengthen(pp.daemon, t)
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}
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high, straight := pp.high, pp.straight
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if typ == PSeeInvis {
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s := fmt.Sprintf("this potion tastes like %s juice", g.Fruit)
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high, straight = s, s
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}
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g.msg("%s", g.chooseStr(high, straight))
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}
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// isMagic reports whether an object radiates magic (potions.c is_magic).
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func (o *Object) isMagic() bool {
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switch o.Type {
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case Armor:
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return o.Flags.Has(IsProt) || o.Arm != aClass[o.Which]
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case Weapon:
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return o.HPlus != 0 || o.DPlus != 0
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case Potion, Scroll, Stick, Ring, Amulet:
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return true
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}
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return false
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}
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// invisOn turns on the ability to see invisible monsters (potions.c
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// invis_on).
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func (g *RogueGame) invisOn() {
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g.Player.Flags.Set(CanSee)
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for _, mp := range g.Level.Monsters {
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if mp.On(IsInvis) && g.seeMonst(mp) && !g.Player.On(IsHalu) {
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g.mvaddch(mp.Pos.Y, mp.Pos.X, mp.Disguise)
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}
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}
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}
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// turnSee puts on or off seeing monsters on this level (potions.c
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// turn_see).
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func (g *RogueGame) turnSee(turnOff bool) bool {
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addNew := false
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for _, mp := range g.Level.Monsters {
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g.move(mp.Pos.Y, mp.Pos.X)
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canSee := g.seeMonst(mp)
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if turnOff {
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if !canSee {
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g.addch(mp.OldCh)
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}
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} else {
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if !canSee {
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g.standout()
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}
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if !g.Player.On(IsHalu) {
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g.addch(mp.Type)
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} else {
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g.addch(byte(g.rnd(26) + 'A'))
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}
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if !canSee {
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g.standend()
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addNew = true
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}
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}
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}
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if turnOff {
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g.Player.Flags.Clear(SeeMonst)
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} else {
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g.Player.Flags.Set(SeeMonst)
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}
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return addNew
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}
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// seenStairs reports whether the player has seen the stairs (potions.c
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// seen_stairs).
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func (g *RogueGame) seenStairs() bool {
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st := g.Level.Stairs
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g.move(st.Y, st.X)
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if g.inch() == Stairs { // it's on the map
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return true
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}
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if g.Player.Pos == st { // it's under him
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return true
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}
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// if a monster is on the stairs, this gets hairy
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if tp := g.Level.MonsterAt(st.Y, st.X); tp != nil {
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if g.seeMonst(tp) && tp.On(IsRun) { // visible and awake:
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return true // it must have moved there
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}
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if g.Player.On(SeeMonst) && tp.OldCh == Stairs {
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return true
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}
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}
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return false
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}
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