- fight.c in full: fight/attack with all eight special monster attacks (aquator rust, ice freeze, rattlesnake poison, wraith/vampire drains, flytrap hold, leprechaun/nymph theft), swing, roll_em dice parsing (with a C-semantics atoi — Go's strconv rejects '1x4/...'), hit/miss message variants, killed, remove_mon - chase.c completed: runners, move_monst, relocate, do_chase with dragon breath, chase target selection (C's dead oroom comparison in relocate is preserved as-is) - move.c in full: do_move with passgo turning, all eight traps, rndmove, rust_armor - sticks.c completed: do_zap (all 14 sticks), drain, fire_bolt with wall bounces; weapons.c completed: missile/do_motion/fall/wield - rip.c: death tombstone, total_winner, killname; C exit() becomes a gameEnd panic that Run will recover - score.go: top-ten scoreboard as a gob file with lock-file protocol replacing the XOR-encrypted C format - wizard.c: whatis/set_know/teleport; daemons.c stomach - monster bestiary moved to per-game state (C mutates the flytrap damage string during play) Tests: combat math, kill/removal bookkeeping, monster chase pursuit, death unwinding, scripted-input headless terminal.
209 lines
6.6 KiB
Go
209 lines
6.6 KiB
Go
package game
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// ItemLore is the per-game item identity state: the randomized appearance
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// names and the seven mutable ObjInfo tables (extern.c/init.c).
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type ItemLore struct {
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PotColors [MaxPotions]string // p_colors: colors of the potions
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ScrNames [MaxScrolls]string // s_names: names of the scrolls
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RingStones [MaxRings]string // r_stones: stone settings of the rings
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WandMade [MaxSticks]string // ws_made: what sticks are made of
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WandType [MaxSticks]string // ws_type: "wand" or "staff"
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Things [NumThings]ObjInfo
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Potions [MaxPotions]ObjInfo
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Scrolls [MaxScrolls]ObjInfo
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Rings [MaxRings]ObjInfo
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Sticks [MaxSticks]ObjInfo
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Weapons [MaxWeapons + 1]ObjInfo
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Armors [MaxArmors]ObjInfo
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Group int // group number for the next stack of missiles (weapons.c `group`)
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}
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// Options are the user-settable game options (options.c optlist).
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type Options struct {
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Terse bool // terse: shorter messages
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FightFlush bool // flush: flush typeahead during battle
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Jump bool // jump: show position only at end of run
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SeeFloor bool // seefloor: show the lamp-illuminated floor
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PassGo bool // passgo: follow turnings in passageways
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Tombstone bool // tombstone: print tombstone when killed
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InvType int // inven: inventory style (InvOver/InvSlow/InvClear)
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}
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// Config carries everything needed to construct a game.
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type Config struct {
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Seed int32 // dungeon number; the caller derives it (time+pid or SEED env)
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Name string // player name (overridden by ROGUEOPTS name=)
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RogueOpts string // the ROGUEOPTS environment string
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Home string // home directory (save file default location)
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ScorePath string // scoreboard file; empty disables scoring
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Wizard bool // enable debug commands (implies NoScore)
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Term Terminal // the display/input device; nil runs headless
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}
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// RogueGame is one complete game of Rogue: every piece of state that was a
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// global (or file-scope static) in the C sources, plus the terminal it is
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// played on. Construct with NewGame, then call Run.
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//
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// The struct grows with the port; fields appear in the phase that ports the
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// code owning them.
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type RogueGame struct {
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// identity / RNG
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Rng *Rng
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Dnum int // dungeon number
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Whoami string // name of player
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Fruit string // favorite fruit
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Home string // user's home directory
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FileName string // save file name
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Wizard bool // true if allows wizard commands
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NoScore bool // was a wizard sometime
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// the world
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Player Player
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Level Level
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Depth int // C `level`: what level she is on
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MaxDepth int // C `max_level`: deepest player has gone
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HasAmulet bool // C `amulet`: he found the amulet
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SeenStairs bool // have seen the stairs (for lsd)
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// turn/command engine
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Playing bool // true until he quits
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After bool // true if we want after daemons
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Again bool // repeating the last command
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Count int // number of times to repeat command
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NoCommand int // number of turns asleep
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NoMove int // number of turns held in place
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Quiet int // number of quiet turns
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Running bool // true if player is running
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RunCh byte // direction player is running
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DoorStop bool // stop running when we pass a door
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Firstmove bool // first move after setting door_stop
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MoveOn bool // next move shouldn't pick up items
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ToDeath bool // fighting is to the death!
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Kamikaze bool // to_death really to DEATH
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HasHit bool // has a "hit" message pending in msg
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MaxHit int // max damage done to her in to_death
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Take byte // thing she is taking
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Delta Coord
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DirCh byte
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LastComm byte
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LastDir byte
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LLastComm byte
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LLastDir byte
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LastPick *Object
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LLastPick *Object
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lastDelt Coord // misc.c get_dir static last_delt
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// dungeon generation working state
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maze mazeState // rooms.c maze statics
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pnum int // passages.c passnum statics
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newpnum bool
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chRet Coord // chase.c static ch_ret: where chasing takes you
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// daemons/fuses
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Daemons DaemonList
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// screen / messages
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scr *Screen
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Msgs MsgLine
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statusCache statusCache
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invPage invPage // things.c discovery-list pagination statics
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// UI state
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StatMsg bool // should status() print as a msg()
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InvDescribe bool // say which way items are being used
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QComm bool // are we executing a 'Q' command?
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InShell bool // true if executing a shell
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Oldpos Coord // position before last look() call
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Oldrp *Room
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NObjs int // # items listed in inventory() call
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// options and item identity
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Options Options
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Items ItemLore
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// Monsters is the per-game copy of the bestiary: the C code mutates
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// the venus flytrap's damage string during play, and the table is
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// part of the save state.
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Monsters [26]MonsterKind
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// scores
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LastScore int
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AllScore bool
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ScorePath string
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}
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// NewGame builds a game from cfg, seeds the RNG, and randomizes the item
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// appearance tables (the front half of main.c main(); the player roll-up
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// and first level arrive with later porting phases).
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func NewGame(cfg Config) *RogueGame {
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g := &RogueGame{
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Rng: &Rng{Seed: cfg.Seed},
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Dnum: int(cfg.Seed),
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Whoami: cfg.Name,
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Fruit: "slime-mold",
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Home: cfg.Home,
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Wizard: cfg.Wizard,
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NoScore: cfg.Wizard,
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Playing: true,
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Depth: 1,
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ScorePath: cfg.ScorePath,
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LastScore: -1,
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}
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g.Options = Options{
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SeeFloor: true,
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Tombstone: true,
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InvType: InvOver,
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}
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g.InvDescribe = true
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g.Msgs.SaveMsg = true
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g.scr = NewScreen(cfg.Term)
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g.FileName = cfg.Home + "/rogue.save"
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if cfg.Wizard {
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g.Player.Flags.Set(SeeMonst)
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}
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// TODO(port): parse cfg.RogueOpts once options.go lands.
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g.Monsters = monsterTable
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g.Items.Group = 2 // weapons.c: int group = 2
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for i := range g.Level.Passages {
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g.Level.Passages[i].Flags = IsGone | IsDark
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}
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g.initProbs() // set up prob tables for objects
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g.initPlayer() // set up initial player stats
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g.initNames() // set up names of scrolls
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g.initColors() // set up colors of potions
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g.initStones() // set up stone settings of rings
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g.initMaterials() // set up materials of wands
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return g
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}
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// quit has the player make certain, then exits (main.c quit). The final
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// scoring display arrives with the endgame phase.
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func (g *RogueGame) quit(int) {
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// Reset the message position in case we got here via an interrupt
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if !g.QComm {
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g.Msgs.Mpos = 0
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}
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oy, ox := g.scr.Std.GetYX()
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g.msg("really quit?")
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if g.readchar() == 'y' {
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g.clear()
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g.scr.Std.MvPrintw(NumLines-2, 0, "You quit with %d gold pieces", g.Player.Purse)
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g.move(NumLines-1, 0)
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g.refresh()
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g.score(g.Player.Purse, 1, 0)
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g.myExit(0)
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return
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}
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g.move(0, 0)
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g.clrtoeol()
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g.status()
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g.move(oy, ox)
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g.refresh()
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g.Msgs.Mpos = 0
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g.Count = 0
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g.ToDeath = false
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}
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