Files
rgoue/game/tables.go
sneak 43c59b7f82 Update module base path to git.eeqj.de/sneak/rgoue
go.mod, term/ and cmd/ imports, the ARCHITECTURE.md module references,
and the in-game version string. User request; the repo already lives
at this remote.
2026-07-06 23:10:39 +02:00

328 lines
13 KiB
Go

package game
// This file is the immutable data from extern.c and init.c: tables that are
// never written after program start. Per-game mutable copies (the ObjInfo
// tables, whose probabilities are re-summed and whose Know/Guess fields
// change during play) are cloned into RogueGame.Items by NewGame.
// initStats is the C INIT_STATS: the player's starting statistics.
var initStats = Stats{Str: 16, Exp: 0, Lvl: 1, ArmorClass: 10, HP: 12, Dmg: dice("1x4"), MaxHP: 12}
// aClass is extern.c a_class[]: armor class for each armor type.
var aClass = [NumArmorTypes]int{
8, // LEATHER
7, // RING_MAIL
7, // STUDDED_LEATHER
6, // SCALE_MAIL
5, // CHAIN_MAIL
4, // SPLINT_MAIL
4, // BANDED_MAIL
3, // PLATE_MAIL
}
// eLevels is extern.c e_levels[]: experience thresholds per level; the
// zero terminates the table as in C.
var eLevels = []int{
10, 20, 40, 80, 160, 320, 640, 1300, 2600, 5200, 13000, 26000,
50000, 100000, 200000, 400000, 800000, 2000000, 4000000, 8000000, 0,
}
// trName is extern.c tr_name[]: names of the traps.
var trName = [NumTrapTypes]string{
"a trapdoor",
"an arrow trap",
"a sleeping gas trap",
"a beartrap",
"a teleport trap",
"a poison dart trap",
"a rust trap",
"a mysterious trap",
}
// invTName is extern.c inv_t_name[]: the inventory style names.
var invTName = []string{"Overwrite", "Slow", "Clear"}
// monsterTable is extern.c monsters[26]: all monster kinds, indexed by
// letter - 'A'. Monster strength (XX in C) is always 10; HP (___ in C) is
// rolled from the level at creation time.
var monsterTable = [26]MonsterKind{
/* Name CARRY FLAGS str exp lvl arm hp dmg */
{"aquator", 0, Mean, Stats{10, 20, 5, 2, 1, dice("0x0/0x0"), 0}},
{"bat", 0, Flying, Stats{10, 1, 1, 3, 1, dice("1x2"), 0}},
{"centaur", 15, 0, Stats{10, 17, 4, 4, 1, dice("1x2/1x5/1x5"), 0}},
{"dragon", 100, Mean, Stats{10, 5000, 10, -1, 1, dice("1x8/1x8/3x10"), 0}},
{"emu", 0, Mean, Stats{10, 2, 1, 7, 1, dice("1x2"), 0}},
{"venus flytrap", 0, Mean, Stats{10, 80, 8, 3, 1, dice("%%%x0"), 0}},
{"griffin", 20, Mean | Flying | Regenerates, Stats{10, 2000, 13, 2, 1, dice("4x3/3x5"), 0}},
{"hobgoblin", 0, Mean, Stats{10, 3, 1, 5, 1, dice("1x8"), 0}},
{"ice monster", 0, 0, Stats{10, 5, 1, 9, 1, dice("0x0"), 0}},
{"jabberwock", 70, 0, Stats{10, 3000, 15, 6, 1, dice("2x12/2x4"), 0}},
{"kestrel", 0, Mean | Flying, Stats{10, 1, 1, 7, 1, dice("1x4"), 0}},
{"leprechaun", 0, 0, Stats{10, 10, 3, 8, 1, dice("1x1"), 0}},
{"medusa", 40, Mean, Stats{10, 200, 8, 2, 1, dice("3x4/3x4/2x5"), 0}},
{"nymph", 100, 0, Stats{10, 37, 3, 9, 1, dice("0x0"), 0}},
{"orc", 15, Greedy, Stats{10, 5, 1, 6, 1, dice("1x8"), 0}},
{"phantom", 0, Invisible, Stats{10, 120, 8, 3, 1, dice("4x4"), 0}},
{"quagga", 0, Mean, Stats{10, 15, 3, 3, 1, dice("1x5/1x5"), 0}},
{"rattlesnake", 0, Mean, Stats{10, 9, 2, 3, 1, dice("1x6"), 0}},
{"snake", 0, Mean, Stats{10, 2, 1, 5, 1, dice("1x3"), 0}},
{"troll", 50, Regenerates | Mean, Stats{10, 120, 6, 4, 1, dice("1x8/1x8/2x6"), 0}},
{"black unicorn", 0, Mean, Stats{10, 190, 7, -2, 1, dice("1x9/1x9/2x9"), 0}},
{"vampire", 20, Regenerates | Mean, Stats{10, 350, 8, 1, 1, dice("1x10"), 0}},
{"wraith", 0, 0, Stats{10, 55, 5, 4, 1, dice("1x6"), 0}},
{"xeroc", 30, 0, Stats{10, 100, 7, 7, 1, dice("4x4"), 0}},
{"yeti", 30, 0, Stats{10, 50, 4, 6, 1, dice("1x6/1x6"), 0}},
{"zombie", 0, Mean, Stats{10, 6, 2, 8, 1, dice("1x8"), 0}},
}
// Base ObjInfo tables (extern.c). These are templates: NewGame copies them
// into ItemLore before initProbs converts Prob to cumulative form.
var baseThings = [NumThings]ObjInfo{
{Prob: 26}, // potion
{Prob: 36}, // scroll
{Prob: 16}, // food
{Prob: 7}, // weapon
{Prob: 7}, // armor
{Prob: 4}, // ring
{Prob: 4}, // stick
}
var baseArmInfo = [NumArmorTypes]ObjInfo{
{Name: "leather armor", Prob: 20, Worth: 20},
{Name: "ring mail", Prob: 15, Worth: 25},
{Name: "studded leather armor", Prob: 15, Worth: 20},
{Name: "scale mail", Prob: 13, Worth: 30},
{Name: "chain mail", Prob: 12, Worth: 75},
{Name: "splint mail", Prob: 10, Worth: 80},
{Name: "banded mail", Prob: 10, Worth: 90},
{Name: "plate mail", Prob: 5, Worth: 150},
}
var basePotInfo = [NumPotionTypes]ObjInfo{
{Name: "confusion", Prob: 7, Worth: 5},
{Name: "hallucination", Prob: 8, Worth: 5},
{Name: "poison", Prob: 8, Worth: 5},
{Name: "gain strength", Prob: 13, Worth: 150},
{Name: "see invisible", Prob: 3, Worth: 100},
{Name: "healing", Prob: 13, Worth: 130},
{Name: "monster detection", Prob: 6, Worth: 130},
{Name: "magic detection", Prob: 6, Worth: 105},
{Name: "raise level", Prob: 2, Worth: 250},
{Name: "extra healing", Prob: 5, Worth: 200},
{Name: "haste self", Prob: 5, Worth: 190},
{Name: "restore strength", Prob: 13, Worth: 130},
{Name: "blindness", Prob: 5, Worth: 5},
{Name: "levitation", Prob: 6, Worth: 75},
}
var baseRingInfo = [NumRingTypes]ObjInfo{
{Name: "protection", Prob: 9, Worth: 400},
{Name: "add strength", Prob: 9, Worth: 400},
{Name: "sustain strength", Prob: 5, Worth: 280},
{Name: "searching", Prob: 10, Worth: 420},
{Name: "see invisible", Prob: 10, Worth: 310},
{Name: "adornment", Prob: 1, Worth: 10},
{Name: "aggravate monster", Prob: 10, Worth: 10},
{Name: "dexterity", Prob: 8, Worth: 440},
{Name: "increase damage", Prob: 8, Worth: 400},
{Name: "regeneration", Prob: 4, Worth: 460},
{Name: "slow digestion", Prob: 9, Worth: 240},
{Name: "teleportation", Prob: 5, Worth: 30},
{Name: "stealth", Prob: 7, Worth: 470},
{Name: "maintain armor", Prob: 5, Worth: 380},
}
var baseScrInfo = [NumScrollTypes]ObjInfo{
{Name: "monster confusion", Prob: 7, Worth: 140},
{Name: "magic mapping", Prob: 4, Worth: 150},
{Name: "hold monster", Prob: 2, Worth: 180},
{Name: "sleep", Prob: 3, Worth: 5},
{Name: "enchant armor", Prob: 7, Worth: 160},
{Name: "identify potion", Prob: 10, Worth: 80},
{Name: "identify scroll", Prob: 10, Worth: 80},
{Name: "identify weapon", Prob: 6, Worth: 80},
{Name: "identify armor", Prob: 7, Worth: 100},
{Name: "identify ring, wand or staff", Prob: 10, Worth: 115},
{Name: "scare monster", Prob: 3, Worth: 200},
{Name: "food detection", Prob: 2, Worth: 60},
{Name: "teleportation", Prob: 5, Worth: 165},
{Name: "enchant weapon", Prob: 8, Worth: 150},
{Name: "create monster", Prob: 4, Worth: 75},
{Name: "remove curse", Prob: 7, Worth: 105},
{Name: "aggravate monsters", Prob: 3, Worth: 20},
{Name: "protect armor", Prob: 2, Worth: 250},
}
var baseWeapInfo = [NumWeaponTypes + 1]ObjInfo{
{Name: "mace", Prob: 11, Worth: 8},
{Name: "long sword", Prob: 11, Worth: 15},
{Name: "short bow", Prob: 12, Worth: 15},
{Name: "arrow", Prob: 12, Worth: 1},
{Name: "dagger", Prob: 8, Worth: 3},
{Name: "two handed sword", Prob: 10, Worth: 75},
{Name: "dart", Prob: 12, Worth: 2},
{Name: "shuriken", Prob: 12, Worth: 5},
{Name: "spear", Prob: 12, Worth: 5},
{}, // DO NOT REMOVE: fake entry for dragon's breath
}
var baseWsInfo = [NumWandTypes]ObjInfo{
{Name: "light", Prob: 12, Worth: 250},
{Name: "invisibility", Prob: 6, Worth: 5},
{Name: "lightning", Prob: 3, Worth: 330},
{Name: "fire", Prob: 3, Worth: 330},
{Name: "cold", Prob: 3, Worth: 330},
{Name: "polymorph", Prob: 15, Worth: 310},
{Name: "magic missile", Prob: 10, Worth: 170},
{Name: "haste monster", Prob: 10, Worth: 5},
{Name: "slow monster", Prob: 11, Worth: 350},
{Name: "drain life", Prob: 9, Worth: 300},
{Name: "nothing", Prob: 1, Worth: 5},
{Name: "teleport away", Prob: 6, Worth: 340},
{Name: "teleport to", Prob: 6, Worth: 50},
{Name: "cancellation", Prob: 5, Worth: 280},
}
// rainbow is init.c rainbow[]: the possible potion colors.
var rainbow = []string{
"amber", "aquamarine", "black", "blue", "brown", "clear", "crimson",
"cyan", "ecru", "gold", "green", "grey", "magenta", "orange", "pink",
"plaid", "purple", "red", "silver", "tan", "tangerine", "topaz",
"turquoise", "vermilion", "violet", "white", "yellow",
}
// sylls is init.c sylls[]: syllables for generated scroll names.
var sylls = []string{
"a", "ab", "ag", "aks", "ala", "an", "app", "arg", "arze", "ash",
"bek", "bie", "bit", "bjor", "blu", "bot", "bu", "byt", "comp",
"con", "cos", "cre", "dalf", "dan", "den", "do", "e", "eep", "el",
"eng", "er", "ere", "erk", "esh", "evs", "fa", "fid", "fri", "fu",
"gan", "gar", "glen", "gop", "gre", "ha", "hyd", "i", "ing", "ip",
"ish", "it", "ite", "iv", "jo", "kho", "kli", "klis", "la", "lech",
"mar", "me", "mi", "mic", "mik", "mon", "mung", "mur", "nej",
"nelg", "nep", "ner", "nes", "nes", "nih", "nin", "o", "od", "ood",
"org", "orn", "ox", "oxy", "pay", "ple", "plu", "po", "pot",
"prok", "re", "rea", "rhov", "ri", "ro", "rog", "rok", "rol", "sa",
"san", "sat", "sef", "seh", "shu", "ski", "sna", "sne", "snik",
"sno", "so", "sol", "sri", "sta", "sun", "ta", "tab", "tem",
"ther", "ti", "tox", "trol", "tue", "turs", "u", "ulk", "um", "un",
"uni", "ur", "val", "viv", "vly", "vom", "wah", "wed", "werg",
"wex", "whon", "wun", "xo", "y", "yot", "yu", "zant", "zeb", "zim",
"zok", "zon", "zum",
}
// stoneTable is init.c stones[]: ring stones and their worth.
var stoneTable = []Stone{
{"agate", 25}, {"alexandrite", 40}, {"amethyst", 50},
{"carnelian", 40}, {"diamond", 300}, {"emerald", 300},
{"germanium", 225}, {"granite", 5}, {"garnet", 50},
{"jade", 150}, {"kryptonite", 300}, {"lapis lazuli", 50},
{"moonstone", 50}, {"obsidian", 15}, {"onyx", 60},
{"opal", 200}, {"pearl", 220}, {"peridot", 63},
{"ruby", 350}, {"sapphire", 285}, {"stibotantalite", 200},
{"tiger eye", 50}, {"topaz", 60}, {"turquoise", 70},
{"taaffeite", 300}, {"zircon", 80},
}
// woods is init.c wood[]: what staffs are made of.
var woods = []string{
"avocado wood", "balsa", "bamboo", "banyan", "birch", "cedar",
"cherry", "cinnibar", "cypress", "dogwood", "driftwood", "ebony",
"elm", "eucalyptus", "fall", "hemlock", "holly", "ironwood",
"kukui wood", "mahogany", "manzanita", "maple", "oaken",
"persimmon wood", "pecan", "pine", "poplar", "redwood", "rosewood",
"spruce", "teak", "walnut", "zebrawood",
}
// metals is init.c metal[]: what wands are made of.
var metals = []string{
"aluminum", "beryllium", "bone", "brass", "bronze", "copper",
"electrum", "gold", "iron", "lead", "magnesium", "mercury",
"nickel", "pewter", "platinum", "steel", "silver", "silicon",
"tin", "titanium", "tungsten", "zinc",
}
// helpEntry is rogue.h struct h_list.
type helpEntry struct {
Ch byte
Desc string
Print bool
}
// helpStr is extern.c helpstr[]: the '?' command help text.
var helpStr = []helpEntry{
{'?', " prints help", true},
{'/', " identify object", true},
{'h', " left", true},
{'j', " down", true},
{'k', " up", true},
{'l', " right", true},
{'y', " up & left", true},
{'u', " up & right", true},
{'b', " down & left", true},
{'n', " down & right", true},
{'H', " run left", false},
{'J', " run down", false},
{'K', " run up", false},
{'L', " run right", false},
{'Y', " run up & left", false},
{'U', " run up & right", false},
{'B', " run down & left", false},
{'N', " run down & right", false},
{CTRL('H'), " run left until adjacent", false},
{CTRL('J'), " run down until adjacent", false},
{CTRL('K'), " run up until adjacent", false},
{CTRL('L'), " run right until adjacent", false},
{CTRL('Y'), " run up & left until adjacent", false},
{CTRL('U'), " run up & right until adjacent", false},
{CTRL('B'), " run down & left until adjacent", false},
{CTRL('N'), " run down & right until adjacent", false},
{0, " <SHIFT><dir>: run that way", true},
{0, " <CTRL><dir>: run till adjacent", true},
{'f', "<dir> fight till death or near death", true},
{'t', "<dir> throw something", true},
{'m', "<dir> move onto without picking up", true},
{'z', "<dir> zap a wand in a direction", true},
{'^', "<dir> identify trap type", true},
{'s', " search for trap/secret door", true},
{'>', " go down a staircase", true},
{'<', " go up a staircase", true},
{'.', " rest for a turn", true},
{',', " pick something up", true},
{'i', " inventory", true},
{'I', " inventory single item", true},
{'q', " quaff potion", true},
{'r', " read scroll", true},
{'e', " eat food", true},
{'w', " wield a weapon", true},
{'W', " wear armor", true},
{'T', " take armor off", true},
{'P', " put on ring", true},
{'R', " remove ring", true},
{'d', " drop object", true},
{'c', " call object", true},
{'a', " repeat last command", true},
{')', " print current weapon", true},
{']', " print current armor", true},
{'=', " print current rings", true},
{'@', " print current stats", true},
{'D', " recall what's been discovered", true},
{'o', " examine/set options", true},
{CTRL('R'), " redraw screen", true},
{CTRL('P'), " repeat last message", true},
{Escape, " cancel command", true},
{'S', " save game", true},
{'Q', " quit", true},
{'!', " shell escape", true},
{'F', "<dir> fight till either of you dies", true},
{'v', " print version number", true},
}
// Version strings (vers.c). The encstr/statlist XOR keys are not ported:
// the Go save format does not use them.
const (
Release = "5.4.4"
Version = "rogue (git.eeqj.de/sneak/rgoue port of rogueforge 5.4.4)"
)