- 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.
112 lines
2.4 KiB
Go
112 lines
2.4 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 MASTER-only debug commands
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// (create_obj, show_map) arrive with the UI phase.
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// whatis identifies what a certain object is (wizard.c whatis).
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func (g *RogueGame) whatis(insist bool, typ int) {
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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.getItem("identify", typ)
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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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} else if typ != 0 && int(obj.Type) != typ &&
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!(typ == RorS && (obj.Type == Ring || obj.Type == Stick)) {
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g.msg("you must identify a %s", typeName(typ))
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} else {
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break
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}
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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.Type {
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case Scroll:
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setKnow(obj, g.Items.Scrolls[:])
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case Potion:
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setKnow(obj, g.Items.Potions[:])
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case Stick:
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setKnow(obj, g.Items.Sticks[:])
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case Weapon, Armor:
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obj.Flags.Set(IsKnow)
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case Ring:
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setKnow(obj, g.Items.Rings[:])
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}
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g.msg("%s", g.invName(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(IsKnow)
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info[obj.Which].Guess = ""
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}
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// typeNameTable is the wizard.c type_name static tlist.
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var typeNameTable = []struct {
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ch int
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desc string
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}{
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{int(Potion), "potion"},
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{int(Scroll), "scroll"},
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{int(Food), "food"},
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{RorS, "ring, wand or staff"},
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{int(Ring), "ring"},
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{int(Stick), "wand or staff"},
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{int(Weapon), "weapon"},
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{int(Armor), "suit of armor"},
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}
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// typeName returns the name of an object type (wizard.c type_name).
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func typeName(typ int) string {
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for _, hp := range typeNameTable {
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if typ == hp.ch {
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return hp.desc
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}
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}
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return ""
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}
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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(nil, 0, 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(IsHeld) {
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p.Flags.Clear(IsHeld)
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p.VfHit = 0
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g.Monsters['F'-'A'].Stats.Dmg = "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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