Files
rgoue/game/wizard.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

179 lines
4.0 KiB
Go

package game
// wizard.c — special wizard commands, some of which are also non-wizard
// commands under strange circumstances. The DES password check is not
// ported: wizard mode is enabled by configuration instead.
// createObj is the wizard command for getting anything he wants (wizard.c
// create_obj).
func (g *RogueGame) createObj() {
obj := newObject()
g.msg("type of item: ")
obj.Kind = objectKindForGlyph(g.readchar())
g.Msgs.Mpos = 0
g.msg("which %c do you want? (0-f)", obj.Kind.Glyph())
ch := g.readchar()
if isDigit(ch) {
obj.Which = int(ch - '0')
} else {
obj.Which = int(ch-'a') + 10
}
obj.Group = 0
obj.Count = 1
g.Msgs.Mpos = 0
switch {
case obj.Kind == KindWeapon || obj.Kind == KindArmor:
g.msg("blessing? (+,-,n)")
bless := g.readchar()
g.Msgs.Mpos = 0
if bless == '-' {
obj.Flags.Set(Cursed)
}
if obj.Kind == KindWeapon {
g.initWeapon(obj, WeaponKind(obj.Which))
if bless == '-' {
obj.HPlus -= g.rnd(3) + 1
}
if bless == '+' {
obj.HPlus += g.rnd(3) + 1
}
} else {
obj.ArmorClass = aClass[obj.Which]
if bless == '-' {
obj.ArmorClass += g.rnd(3) + 1
}
if bless == '+' {
obj.ArmorClass -= g.rnd(3) + 1
}
}
case obj.Kind == KindRing:
switch obj.RingKind() {
case RingProtection, RingAddStrength, RingDexterity, RingIncreaseDamage:
g.msg("blessing? (+,-,n)")
bless := g.readchar()
g.Msgs.Mpos = 0
if bless == '-' {
obj.Flags.Set(Cursed)
obj.Bonus = -1
} else {
obj.Bonus = g.rnd(2) + 1
}
case RingAggravateMonsters, RingTeleportation:
obj.Flags.Set(Cursed)
}
case obj.Kind == KindWand:
g.fixStick(obj)
case obj.Kind == KindGold:
g.msg("how much?")
buf := ""
if g.getStr(&buf, g.scr.Std) == Norm {
obj.GoldValue = cAtoi(buf)
}
}
g.addPack(obj, false)
}
// showMap prints out the whole map for the wizard (wizard.c show_map).
func (g *RogueGame) showMap() {
hw := g.scr.Hw
hw.Clear()
for y := 1; y < NumLines-1; y++ {
for x := 0; x < NumCols; x++ {
real := g.Level.FlagsAt(y, x).Has(FReal)
if !real {
hw.Standout(true)
}
hw.MvAddCh(y, x, g.Level.Char(y, x))
if !real {
hw.Standout(false)
}
}
}
g.showWin("---More (level map)---")
}
// whatis identifies what a certain object is (wizard.c whatis).
func (g *RogueGame) whatis(insist bool, kind ObjectKind) {
p := &g.Player
if len(p.Pack) == 0 {
g.msg("you don't have anything in your pack to identify")
return
}
var obj *Object
for {
obj = g.getItem("identify", kind)
if !insist {
break
}
if g.NObjs == 0 {
return
}
if obj == nil {
g.msg("you must identify something")
} else if kind != KindNone && obj.Kind != kind &&
!(kind == KindRingOrStick &&
(obj.Kind == KindRing || obj.Kind == KindWand)) {
g.msg("you must identify a %s", kind)
} else {
break
}
}
if obj == nil {
return
}
switch obj.Kind {
case KindScroll:
setKnow(obj, g.Items.Scrolls[:])
case KindPotion:
setKnow(obj, g.Items.Potions[:])
case KindWand:
setKnow(obj, g.Items.Sticks[:])
case KindWeapon, KindArmor:
obj.Flags.Set(Known)
case KindRing:
setKnow(obj, g.Items.Rings[:])
}
g.msg("%s", g.invName(obj, false))
}
// setKnow sets things up when we really know what a thing is (wizard.c
// set_know).
func setKnow(obj *Object, info []ObjInfo) {
info[obj.Which].Know = true
obj.Flags.Set(Known)
info[obj.Which].Guess = ""
}
// The C type_name()/tlist table is gone: ObjectKind.String() carries the
// same vocabulary.
// teleport bamfs the hero someplace else (wizard.c teleport).
func (g *RogueGame) teleport() {
p := &g.Player
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorAt())
c, _ := g.findFloor(nil, 0, true)
if g.roomin(c) != p.Room {
g.leaveRoom(p.Pos)
p.Pos = c
g.enterRoom(p.Pos)
} else {
p.Pos = c
g.look(true)
}
g.mvaddch(p.Pos.Y, p.Pos.X, PlayerCh)
// turn off ISHELD in case teleportation was done while fighting a
// Flytrap
if p.On(Held) {
p.Flags.Clear(Held)
p.VfHit = 0
g.Monsters['F'-'A'].Stats.Dmg = dice("000x0")
}
g.NoMove = 0
g.Count = 0
g.Running = false
g.flushType()
}