Pure rename, no behavior change; the full suite (RNG goldens,
generation invariants, scripted sessions, save round trip) is
unchanged and green.
- Creature flags: IsHuh→Confused, IsHalu→Hallucinating,
CanHuh→CanConfuse, CanSee→CanSeeInvisible, IsRun→Awake,
SeeMonst→SenseMonsters, IsCanc→Cancelled, IsLevit→Levitating,
IsBlind/IsGreed/IsHaste/IsTarget/IsHeld/IsInvis/IsMean/IsRegen/
IsFly/IsSlow → Blind/Greedy/Hasted/Targeted/Held/Invisible/Mean/
Regenerates/Flying/Slowed, IsFound→Found
- Object flags: IsCursed→Cursed, IsKnow→Known, IsMissl→Missile,
IsMany→Stackable, ObjIsFound→WasFound, IsProt→Protected
- Room flags: IsDark/IsGone/IsMaze → Dark/Gone/Maze; place flags:
FPass→FPassage, FPNum→FPassNum, FTMask→FTrapMask
- Trap types: TDoor→TrapDoor ... TMyst→TrapMystery
- Item subtypes: P*→Potion* (PLSD→PotionLSD, PMFind→
PotionDetectMonsters, ...), S*→Scroll* (SIDRorS→
ScrollIdentifyRingOrStick, ...), R*→Ring* (RAddHit→RingDexterity,
RNop→RingAdornment, ...), Ws*→Wand* (WsElect→WandLightning, ...),
weapons (TwoSword→WeaponTwoHandedSword, Shiraken→WeaponShuriken,
...), armor (RingMail→ArmorRingMail, ...)
- Counts: Max{Potions,Scrolls,Rings,Sticks,Weapons,Armors} →
Num{Potion,Scroll,Ring,Wand,Weapon,Armor}Types; NTraps→NumTrapTypes
- Level.NTraps field → TrapCount (also in the save snapshot)
- Original C constant names preserved as comment breadcrumbs in
types.go so the lineage stays greppable
TODO.md: step 1 moved to Completed, step 2 (typed kinds) promoted to
Next Step.
350 lines
8.0 KiB
Go
350 lines
8.0 KiB
Go
package game
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import "fmt"
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// sticks.c — zap wands and staffs.
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// doZap performs a zap with a wand (sticks.c do_zap).
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func (g *RogueGame) doZap() {
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p := &g.Player
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obj := g.getItem("zap with", int(Stick))
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if obj == nil {
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return
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}
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if obj.Type != Stick {
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g.After = false
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g.msg("you can't zap with that!")
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return
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}
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if obj.Charges() == 0 {
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g.msg("nothing happens")
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return
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}
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switch obj.Which {
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case WandLight:
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// Reddy Kilowatt wand. Light up the room
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g.Items.Sticks[WandLight].Know = true
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if p.Room.Flags.Has(Gone) {
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g.msg("the corridor glows and then fades")
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} else {
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p.Room.Flags.Clear(Dark)
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// Light the room and put the player back up
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g.enterRoom(p.Pos)
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g.addmsg("the room is lit")
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if !g.Options.Terse {
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g.addmsg(" by a shimmering %s light", g.pickColor("blue"))
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}
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g.endmsg()
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}
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case WandDrainLife:
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// take away 1/2 of hero's hit points, then take it away evenly
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// from the monsters in the room (or next to hero if he is in a
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// passage)
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if p.Stats.HP < 2 {
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g.msg("you are too weak to use it")
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return
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}
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g.drain()
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case WandInvisibility, WandPolymorph, WandTeleportAway, WandTeleportTo, WandCancellation:
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y := p.Pos.Y
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x := p.Pos.X
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for stepOk(g.Level.VisibleChar(y, x)) {
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y += g.Delta.Y
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x += g.Delta.X
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}
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if tp := g.Level.MonsterAt(y, x); tp != nil {
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monster := tp.Type
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if monster == 'F' {
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p.Flags.Clear(Held)
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}
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switch obj.Which {
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case WandInvisibility:
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tp.Flags.Set(Invisible)
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if g.cansee(y, x) {
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g.mvaddch(y, x, tp.OldCh)
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}
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case WandPolymorph:
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pp := tp.Pack
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detachMon(&g.Level.Monsters, tp)
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if g.seeMonst(tp) {
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g.mvaddch(y, x, g.Level.Char(y, x))
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}
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oldch := tp.OldCh
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g.Delta.Y = y
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g.Delta.X = x
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monster = byte(g.rnd(26) + 'A')
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g.newMonster(tp, monster, g.Delta)
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if g.seeMonst(tp) {
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g.mvaddch(y, x, monster)
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}
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tp.OldCh = oldch
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tp.Pack = pp
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if g.seeMonst(tp) {
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g.Items.Sticks[WandPolymorph].Know = true
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}
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case WandCancellation:
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tp.Flags.Set(Cancelled)
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tp.Flags.Clear(Invisible | CanConfuse)
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tp.Disguise = tp.Type
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if g.seeMonst(tp) {
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g.mvaddch(y, x, tp.Disguise)
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}
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case WandTeleportAway, WandTeleportTo:
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var newPos Coord
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if obj.Which == WandTeleportAway {
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for {
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newPos, _ = g.findFloor(nil, 0, true)
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if newPos != p.Pos {
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break
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}
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}
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} else {
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newPos.Y = p.Pos.Y + g.Delta.Y
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newPos.X = p.Pos.X + g.Delta.X
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}
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tp.Dest = &p.Pos
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tp.Flags.Set(Awake)
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g.relocate(tp, newPos)
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}
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}
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case WandMagicMissile:
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g.Items.Sticks[WandMagicMissile].Know = true
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bolt := newObject()
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bolt.Type = '*'
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bolt.HurlDmg = "1x4"
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bolt.HPlus = 100
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bolt.DPlus = 1
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bolt.Flags = Missile
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if p.CurWeapon != nil {
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bolt.Launch = p.CurWeapon.Which
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}
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g.doMotion(bolt, g.Delta.Y, g.Delta.X)
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if tp := g.Level.MonsterAt(bolt.Pos.Y, bolt.Pos.X); tp != nil &&
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!g.saveThrow(VsMagic, &tp.Stats) {
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g.hitMonster(bolt.Pos, bolt)
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} else if g.Options.Terse {
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g.msg("missle vanishes")
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} else {
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g.msg("the missle vanishes with a puff of smoke")
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}
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case WandHasteMonster, WandSlowMonster:
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y := p.Pos.Y
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x := p.Pos.X
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for stepOk(g.Level.VisibleChar(y, x)) {
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y += g.Delta.Y
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x += g.Delta.X
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}
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if tp := g.Level.MonsterAt(y, x); tp != nil {
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if obj.Which == WandHasteMonster {
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if tp.On(Slowed) {
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tp.Flags.Clear(Slowed)
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} else {
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tp.Flags.Set(Hasted)
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}
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} else {
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if tp.On(Hasted) {
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tp.Flags.Clear(Hasted)
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} else {
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tp.Flags.Set(Slowed)
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}
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tp.Turn = true
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}
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g.Delta.Y = y
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g.Delta.X = x
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g.runto(g.Delta)
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}
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case WandLightning, WandFire, WandCold:
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var name string
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switch obj.Which {
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case WandLightning:
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name = "bolt"
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case WandFire:
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name = "flame"
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default:
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name = "ice"
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}
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g.fireBolt(p.Pos, &g.Delta, name)
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g.Items.Sticks[obj.Which].Know = true
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case WandNothing:
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}
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obj.SetCharges(obj.Charges() - 1)
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}
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// drain does the drain-hit-points-from-player schtick (sticks.c drain).
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func (g *RogueGame) drain() {
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p := &g.Player
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// First count how many things we need to spread the hit points among
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var corp *Room
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if g.Level.Char(p.Pos.Y, p.Pos.X) == Door {
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corp = &g.Level.Passages[*g.Level.FlagsAt(p.Pos.Y, p.Pos.X)&FPassNum]
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}
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inpass := p.Room.Flags.Has(Gone)
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var drainee []*Monster
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for _, mp := range g.Level.Monsters {
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if mp.Room == p.Room || mp.Room == corp ||
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(inpass && g.Level.Char(mp.Pos.Y, mp.Pos.X) == Door &&
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&g.Level.Passages[*g.Level.FlagsAt(mp.Pos.Y, mp.Pos.X)&FPassNum] == p.Room) {
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drainee = append(drainee, mp)
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}
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}
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cnt := len(drainee)
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if cnt == 0 {
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g.msg("you have a tingling feeling")
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return
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}
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p.Stats.HP /= 2
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cnt = p.Stats.HP / cnt
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// Now zot all of the monsters
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for _, mp := range drainee {
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if mp.Stats.HP -= cnt; mp.Stats.HP <= 0 {
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g.killed(mp, g.seeMonst(mp))
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} else {
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g.runto(mp.Pos)
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}
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}
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}
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// fireBolt fires a bolt in a given direction from a specific starting
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// place (sticks.c fire_bolt).
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func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
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p := &g.Player
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fromHero := start == p.Pos
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bolt := newObject()
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bolt.Type = Weapon
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bolt.Which = WeaponFlame
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bolt.HurlDmg = "6x6"
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bolt.HPlus = 100
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bolt.DPlus = 0
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g.Items.Weapons[WeaponFlame].Name = name
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var dirch byte
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switch dir.Y + dir.X {
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case 0:
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dirch = '/'
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case 1, -1:
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if dir.Y == 0 {
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dirch = '-'
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} else {
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dirch = '|'
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}
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case 2, -2:
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dirch = '\\'
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}
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pos := start
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hitHero := !fromHero
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used := false
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changed := false
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var spotpos []Coord
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for len(spotpos) < BoltLength && !used {
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pos.Y += dir.Y
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pos.X += dir.X
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spotpos = append(spotpos, pos)
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ch := g.Level.VisibleChar(pos.Y, pos.X)
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bounce := false
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switch ch {
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case Door:
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// this code is necessary if the hero is on a door and he
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// fires at the wall the door is in, it would otherwise loop
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// infinitely
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if p.Pos != pos {
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bounce = true
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}
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case '|', '-', ' ':
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bounce = true
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}
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if bounce {
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if !changed {
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hitHero = !hitHero
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}
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changed = false
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dir.Y = -dir.Y
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dir.X = -dir.X
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spotpos = spotpos[:len(spotpos)-1]
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g.msg("the %s bounces", name)
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continue
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}
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if tp := g.Level.MonsterAt(pos.Y, pos.X); !hitHero && tp != nil {
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hitHero = true
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changed = !changed
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tp.OldCh = g.Level.Char(pos.Y, pos.X)
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if !g.saveThrow(VsMagic, &tp.Stats) {
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bolt.Pos = pos
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used = true
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if tp.Type == 'D' && name == "flame" {
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g.addmsg("the flame bounces")
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if !g.Options.Terse {
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g.addmsg(" off the dragon")
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}
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g.endmsg()
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} else {
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g.hitMonster(pos, bolt)
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}
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} else if ch != 'M' || tp.Disguise == 'M' {
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if fromHero {
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g.runto(pos)
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}
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if g.Options.Terse {
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g.msg("%s misses", name)
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} else {
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g.msg("the %s whizzes past %s", name, g.setMname(tp))
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}
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}
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} else if hitHero && pos == p.Pos {
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hitHero = false
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changed = !changed
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if !g.save(VsMagic) {
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if p.Stats.HP -= g.roll(6, 6); p.Stats.HP <= 0 {
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if fromHero {
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g.death('b')
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} else {
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g.death(g.Level.MonsterAt(start.Y, start.X).Type)
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}
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}
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used = true
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if g.Options.Terse {
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g.msg("the %s hits", name)
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} else {
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g.msg("you are hit by the %s", name)
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}
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} else {
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g.msg("the %s whizzes by you", name)
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}
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}
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g.mvaddch(pos.Y, pos.X, dirch)
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g.refresh()
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}
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// erase the bolt trail
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for _, c2 := range spotpos {
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g.mvaddch(c2.Y, c2.X, g.Level.Char(c2.Y, c2.X))
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}
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}
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// fixStick sets up a new wand or staff (sticks.c fix_stick).
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func (g *RogueGame) fixStick(cur *Object) {
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if g.Items.WandType[cur.Which] == "staff" {
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cur.Damage = "2x3"
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} else {
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cur.Damage = "1x1"
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}
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cur.HurlDmg = "1x1"
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switch cur.Which {
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case WandLight:
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cur.SetCharges(g.rnd(10) + 10)
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default:
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cur.SetCharges(g.rnd(5) + 3)
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}
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}
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// chargeStr returns the charge-count suffix for an identified stick
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// (sticks.c charge_str).
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func chargeStr(g *RogueGame, obj *Object) string {
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if !obj.Flags.Has(Known) {
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return ""
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}
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if g.Options.Terse {
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return fmt.Sprintf(" [%d]", obj.Charges())
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}
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return fmt.Sprintf(" [%d charges]", obj.Charges())
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}
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