Files
rgoue/game/init.go
sneak 2eff377a73 Un-overload Object fields and pre-parse damage dice (refactor step 3)
Object.Arm carried four meanings in C (o_arm/o_charges/o_goldval plus
ring bonuses); it is now four fields: ArmorClass, Charges, GoldValue,
and Bonus. Stats.Arm becomes Stats.ArmorClass. The Charges()/GoldVal()
accessor pair is gone.

Damage dice strings ("1x4/1x2") are parsed once into DiceSpec — at
table definition for the bestiary and weapon tables, at creation for
items — instead of re-parsed with atoi on every swing as fight.c
roll_em did. ParseDice preserves the C parse semantics exactly,
including the junk-tolerant "%%%x0" bestiary placeholder and the
"000x0" flytrap reset (regression-tested in dice_test.go); the
flytrap's growing grip becomes DiceSpec{{VfHit, 1}}.

Save format bumps to 5.4.4-go3 (field renames and retypes would
silently zero under gob's match-by-name decoding).

No behavior change; full suite green.
2026-07-06 23:07:57 +02:00

171 lines
4.1 KiB
Go

package game
import "strings"
// init.c — per-game randomization of item appearances and probability
// tables, and the player roll-up.
// initPlayer rolls her up (init.c init_player).
func (g *RogueGame) initPlayer() {
p := &g.Player
p.MaxStats = initStats
p.Stats = p.MaxStats
p.FoodLeft = HungerTime
// Give him some food
obj := newObject()
obj.Kind = KindFood
obj.Count = 1
g.addPack(obj, true)
// And his suit of armor
obj = newObject()
obj.Kind = KindArmor
obj.Which = int(ArmorRingMail)
obj.ArmorClass = aClass[ArmorRingMail] - 1
obj.Flags.Set(Known)
obj.Count = 1
p.CurArmor = obj
g.addPack(obj, true)
// Give him his weaponry. First a mace.
obj = newObject()
g.initWeapon(obj, WeaponMace)
obj.HPlus = 1
obj.DPlus = 1
obj.Flags.Set(Known)
g.addPack(obj, true)
p.CurWeapon = obj
// Now a +1 bow
obj = newObject()
g.initWeapon(obj, WeaponBow)
obj.HPlus = 1
obj.Flags.Set(Known)
g.addPack(obj, true)
// Now some arrows
obj = newObject()
g.initWeapon(obj, WeaponArrow)
obj.Count = g.rnd(15) + 25
obj.Flags.Set(Known)
g.addPack(obj, true)
}
// initColors initializes the potion color scheme for this game
// (init.c init_colors).
func (g *RogueGame) initColors() {
used := make([]bool, len(rainbow))
for i := PotionKind(0); i < NumPotionTypes; i++ {
var j int
for {
j = g.rnd(len(rainbow))
if !used[j] {
break
}
}
used[j] = true
g.Items.PotColors[i] = rainbow[j]
}
}
// initNames generates the names of the various scrolls (init.c init_names).
func (g *RogueGame) initNames() {
for i := ScrollKind(0); i < NumScrollTypes; i++ {
var cp strings.Builder
nwords := g.rnd(3) + 2
for ; nwords > 0; nwords-- {
nsyl := g.rnd(3) + 1
for ; nsyl > 0; nsyl-- {
sp := sylls[g.rnd(len(sylls))]
if cp.Len()+len(sp) > MaxNameLen {
break
}
cp.WriteString(sp)
}
cp.WriteByte(' ')
}
g.Items.ScrNames[i] = strings.TrimSuffix(cp.String(), " ")
}
}
// initStones initializes the ring stone setting scheme for this game
// (init.c init_stones).
func (g *RogueGame) initStones() {
used := make([]bool, len(stoneTable))
for i := RingKind(0); i < NumRingTypes; i++ {
var j int
for {
j = g.rnd(len(stoneTable))
if !used[j] {
break
}
}
used[j] = true
g.Items.RingStones[i] = stoneTable[j].Name
g.Items.Rings[i].Worth += stoneTable[j].Value
}
}
// initMaterials initializes the construction materials for wands and staffs
// (init.c init_materials).
func (g *RogueGame) initMaterials() {
used := make([]bool, len(woods))
metused := make([]bool, len(metals))
for i := WandKind(0); i < NumWandTypes; i++ {
var str string
for {
if g.rnd(2) == 0 {
j := g.rnd(len(metals))
if !metused[j] {
g.Items.WandType[i] = "wand"
str = metals[j]
metused[j] = true
break
}
} else {
j := g.rnd(len(woods))
if !used[j] {
g.Items.WandType[i] = "staff"
str = woods[j]
used[j] = true
break
}
}
}
g.Items.WandMade[i] = str
}
}
// sumProbs sums up the probabilities for items appearing, converting the
// per-item weights into a cumulative distribution (init.c sumprobs).
func sumProbs(info []ObjInfo) {
for i := 1; i < len(info); i++ {
info[i].Prob += info[i-1].Prob
}
}
// initProbs copies the base tables into the game and initializes the
// probabilities for the various items (init.c init_probs).
func (g *RogueGame) initProbs() {
g.Items.Things = baseThings
g.Items.Potions = basePotInfo
g.Items.Scrolls = baseScrInfo
g.Items.Rings = baseRingInfo
g.Items.Sticks = baseWsInfo
g.Items.Weapons = baseWeapInfo
g.Items.Armors = baseArmInfo
sumProbs(g.Items.Things[:])
sumProbs(g.Items.Potions[:])
sumProbs(g.Items.Scrolls[:])
sumProbs(g.Items.Rings[:])
sumProbs(g.Items.Sticks[:])
sumProbs(g.Items.Weapons[:NumWeaponTypes]) // C sums MAXWEAPONS, excluding the flame entry
sumProbs(g.Items.Armors[:])
}
// pickColor returns the given color, or a random one if the hero is
// hallucinating (init.c pick_color).
func (g *RogueGame) pickColor(col string) string {
if g.Player.On(Hallucinating) {
return rainbow[g.rnd(len(rainbow))]
}
return col
}