Refactor step 4. Renames (C breadcrumbs kept in doc comments): doMove→moveHero, beTrapped→springTrap, rndmove→randomStep, doRooms→digRooms, doPassages→digPassages, doMaze→digMaze, chgStr→changeStrength, doRun→startRun, moveStuff→finishMove, turnref→turnRefresh, moveMonst→moveMonster, doChase→chaseStep, setOldch→setOldChar, cansee→canSee, roomin→roomIn, runto→runTo, conn→connectRooms, putpass→putPassage, passnum→numberPassages, numpass→numberPassage, rndPos→randomPos, rndRoom→randomRoom, treasRoom→treasureRoom, accntMaze→accountMaze. All goto/label flows are gone: moveHero uses a retry loop with the PASSGO corner logic extracted into passageTurn; dispatch re-dispatches via a loop; chaseStep re-checks via a loop; saveGame uses a labeled prompt loop. Control flow and RNG call order are unchanged; suite green.
407 lines
8.8 KiB
Go
407 lines
8.8 KiB
Go
package game
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// move.c — hero movement commands.
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// startRun starts the hero running (move.c do_run).
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func (g *RogueGame) startRun(ch byte) {
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g.Running = true
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g.After = false
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g.RunCh = ch
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}
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// moveHero checks that a move is legal and handles the consequences —
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// fighting, picking up, etc. (move.c do_move). The C `goto over`
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// re-check after a passage turn is the retry loop.
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func (g *RogueGame) moveHero(dy, dx int) {
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p := &g.Player
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g.Firstmove = false
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if g.NoMove > 0 {
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g.NoMove--
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g.msg("you are still stuck in the bear trap")
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return
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}
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// Do a confused move (maybe)
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var nh Coord
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if p.On(Confused) && g.rnd(5) != 0 {
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nh = g.randomStep(&p.Creature)
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if nh == p.Pos {
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g.After = false
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g.Running = false
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g.ToDeath = false
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return
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}
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} else {
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nh = Coord{Y: p.Pos.Y + dy, X: p.Pos.X + dx}
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}
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for {
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// Check if he tried to move off the screen or make an illegal
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// diagonal move, and stop him if he did.
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hitBound := nh.X < 0 || nh.X >= NumCols || nh.Y <= 0 || nh.Y >= NumLines-1
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var (
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ch byte
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fl PlaceFlags
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)
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if !hitBound {
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if !g.diagOk(p.Pos, nh) {
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g.After = false
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g.Running = false
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return
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}
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if g.Running && p.Pos == nh {
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g.After = false
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g.Running = false
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}
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fl = *g.Level.FlagsAt(nh.Y, nh.X)
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ch = g.Level.VisibleChar(nh.Y, nh.X)
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if !fl.Has(FReal) && ch == Floor {
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if !p.On(Levitating) {
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ch = Trap
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g.Level.SetChar(nh.Y, nh.X, Trap)
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g.Level.FlagsAt(nh.Y, nh.X).Set(FReal)
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}
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} else if p.On(Held) && ch != 'F' {
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g.msg("you are being held")
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return
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}
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}
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if hitBound {
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ch = ' ' // fall into the wall case below
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}
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switch ch {
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case ' ', '|', '-':
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if turn, ndy, ndx := g.passageTurn(dy, dx); turn {
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dy, dx = ndy, ndx
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g.turnRefresh()
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nh = Coord{Y: p.Pos.Y + dy, X: p.Pos.X + dx}
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continue // the C goto over: re-check the turned move
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}
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g.Running = false
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g.After = false
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case Door:
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g.Running = false
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if g.Level.FlagsAt(p.Pos.Y, p.Pos.X).Has(FPassage) {
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g.enterRoom(nh)
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}
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g.finishMove(nh, fl)
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case Trap:
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tr := g.springTrap(nh)
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if tr == TrapDoor || tr == TrapTeleport {
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return
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}
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g.finishMove(nh, fl)
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case Passage:
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// when you're in a corridor, you don't know if you're in a maze
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// room or not, and there ain't no way to find out if you're
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// leaving a maze room, so it is necessary to always recalculate
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// proom.
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p.Room = g.roomIn(p.Pos)
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g.finishMove(nh, fl)
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case Floor:
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if !fl.Has(FReal) {
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g.springTrap(p.Pos)
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}
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g.finishMove(nh, fl)
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default:
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if ch == Stairs {
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g.SeenStairs = true
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}
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g.Running = false
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if isUpper(ch) || g.Level.MonsterAt(nh.Y, nh.X) != nil {
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g.fight(nh, p.CurWeapon, false)
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} else {
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if ch != Stairs {
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g.Take = ch
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}
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g.finishMove(nh, fl)
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}
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}
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return
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}
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}
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// passageTurn checks whether a runner in a gone-room passage should turn
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// the corner instead of stopping at a wall (the PASSGO block of move.c
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// do_move). It reports whether to turn and the new deltas, updating RunCh.
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func (g *RogueGame) passageTurn(dy, dx int) (bool, int, int) {
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p := &g.Player
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if !g.Options.PassGo || !g.Running || !p.Room.Flags.Has(Gone) ||
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p.On(Blind) {
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return false, dy, dx
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}
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var b1, b2 bool
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switch g.RunCh {
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case 'h', 'l':
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b1 = p.Pos.Y != 1 && g.turnOk(p.Pos.Y-1, p.Pos.X)
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b2 = p.Pos.Y != NumLines-2 && g.turnOk(p.Pos.Y+1, p.Pos.X)
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if b1 != b2 {
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if b1 {
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g.RunCh = 'k'
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dy = -1
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} else {
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g.RunCh = 'j'
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dy = 1
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}
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return true, dy, 0
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}
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case 'j', 'k':
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b1 = p.Pos.X != 0 && g.turnOk(p.Pos.Y, p.Pos.X-1)
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b2 = p.Pos.X != NumCols-1 && g.turnOk(p.Pos.Y, p.Pos.X+1)
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if b1 != b2 {
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if b1 {
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g.RunCh = 'h'
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dx = -1
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} else {
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g.RunCh = 'l'
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dx = 1
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}
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return true, 0, dx
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}
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}
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return false, dy, dx
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}
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// finishMove is the move_stuff label in do_move: complete the step.
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func (g *RogueGame) finishMove(nh Coord, fl PlaceFlags) {
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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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if fl.Has(FPassage) && g.Level.Char(g.Oldpos.Y, g.Oldpos.X) == Door {
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g.leaveRoom(nh)
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}
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p.Pos = nh
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}
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// turnOk decides whether it is legal to turn onto the given space
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// (move.c turn_ok).
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func (g *RogueGame) turnOk(y, x int) bool {
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pp := g.Level.At(y, x)
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return pp.Ch == Door || pp.Flags&(FReal|FPassage) == (FReal|FPassage)
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}
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// turnRefresh decides whether to refresh at a passage turning (move.c
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// turnref).
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func (g *RogueGame) turnRefresh() {
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p := &g.Player
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pp := g.Level.At(p.Pos.Y, p.Pos.X)
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if !pp.Flags.Has(FSeen) {
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if g.Options.Jump {
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g.refresh()
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}
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pp.Flags.Set(FSeen)
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}
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}
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// doorOpen is called to wake up things in a room that might move when the
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// hero enters (move.c door_open).
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func (g *RogueGame) doorOpen(rp *Room) {
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if rp.Flags.Has(Gone) {
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return
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}
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for y := rp.Pos.Y; y < rp.Pos.Y+rp.Max.Y; y++ {
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for x := rp.Pos.X; x < rp.Pos.X+rp.Max.X; x++ {
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if isUpper(g.Level.VisibleChar(y, x)) {
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g.wakeMonster(y, x)
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}
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}
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}
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}
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// springTrap makes him pay for stepping on a trap (move.c be_trapped).
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func (g *RogueGame) springTrap(tc Coord) TrapKind {
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p := &g.Player
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if p.On(Levitating) {
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return TrapRust // anything that's not a door or teleport
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}
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g.Running = false
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g.Count = 0
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pp := g.Level.At(tc.Y, tc.X)
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pp.Ch = Trap
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tr := TrapKind(pp.Flags & FTrapMask)
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pp.Flags.Set(FSeen)
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switch tr {
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case TrapDoor:
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g.Depth++
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g.NewLevel()
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g.msg("you fell into a trap!")
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case TrapBear:
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g.NoMove += g.spread(3) // BEARTIME
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g.msg("you are caught in a bear trap")
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case TrapMystery:
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switch g.rnd(11) {
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case 0:
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g.msg("you are suddenly in a parallel dimension")
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case 1:
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g.msg("the light in here suddenly seems %s", g.data.rainbow[g.rnd(len(g.data.rainbow))])
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case 2:
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g.msg("you feel a sting in the side of your neck")
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case 3:
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g.msg("multi-colored lines swirl around you, then fade")
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case 4:
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g.msg("a %s light flashes in your eyes", g.data.rainbow[g.rnd(len(g.data.rainbow))])
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case 5:
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g.msg("a spike shoots past your ear!")
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case 6:
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g.msg("%s sparks dance across your armor", g.data.rainbow[g.rnd(len(g.data.rainbow))])
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case 7:
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g.msg("you suddenly feel very thirsty")
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case 8:
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g.msg("you feel time speed up suddenly")
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case 9:
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g.msg("time now seems to be going slower")
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case 10:
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g.msg("you pack turns %s!", g.data.rainbow[g.rnd(len(g.data.rainbow))])
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}
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case TrapSleep:
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g.NoCommand += g.spread(5) // SLEEPTIME
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p.Flags.Clear(Awake)
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g.msg("a strange white mist envelops you and you fall asleep")
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case TrapArrow:
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if g.swing(p.Stats.Lvl-1, p.Stats.ArmorClass, 1) {
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p.Stats.HP -= g.roll(1, 6)
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if p.Stats.HP <= 0 {
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g.msg("an arrow killed you")
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g.death('a')
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} else {
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g.msg("oh no! An arrow shot you")
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}
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} else {
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arrow := newObject()
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g.initWeapon(arrow, WeaponArrow)
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arrow.Count = 1
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arrow.Pos = p.Pos
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g.fall(arrow, false)
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g.msg("an arrow shoots past you")
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}
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case TrapTeleport:
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// since the hero's leaving, look() won't put a TRAP down for us,
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// so we have to do it ourself
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g.teleport()
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g.mvaddch(tc.Y, tc.X, Trap)
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case TrapDart:
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if !g.swing(p.Stats.Lvl+1, p.Stats.ArmorClass, 1) {
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g.msg("a small dart whizzes by your ear and vanishes")
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} else {
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p.Stats.HP -= g.roll(1, 4)
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if p.Stats.HP <= 0 {
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g.msg("a poisoned dart killed you")
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g.death('d')
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}
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if !p.IsWearing(RingSustainStrength) && !g.save(VsPoison) {
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g.changeStrength(-1)
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}
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g.msg("a small dart just hit you in the shoulder")
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}
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case TrapRust:
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g.msg("a gush of water hits you on the head")
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g.rustArmor(p.CurArmor)
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}
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g.flushType()
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return tr
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}
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// randomStep moves in a random direction if the monster/person is
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// confused (move.c rndmove).
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func (g *RogueGame) randomStep(who *Creature) Coord {
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ret := Coord{
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Y: who.Pos.Y + g.rnd(3) - 1,
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X: who.Pos.X + g.rnd(3) - 1,
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}
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// Now check to see if that's a legal move. If not, don't move.
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// (I.e., bump into the wall or whatever)
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if ret == who.Pos {
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return ret
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}
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if !g.diagOk(who.Pos, ret) {
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return who.Pos
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}
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ch := g.Level.VisibleChar(ret.Y, ret.X)
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if !stepOk(ch) {
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return who.Pos
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}
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if ch == Scroll {
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var found *Object
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for _, obj := range g.Level.Objects {
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if ret.Y == obj.Pos.Y && ret.X == obj.Pos.X {
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found = obj
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break
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}
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}
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if found != nil && found.ScrollKind() == ScrollScareMonster {
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return who.Pos
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}
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}
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return ret
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}
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// rustArmor rusts the given armor, if it is a legal kind to rust, and we
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// aren't wearing a magic ring (move.c rust_armor).
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func (g *RogueGame) rustArmor(arm *Object) {
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if arm == nil || arm.Kind != KindArmor || arm.ArmorKind() == ArmorLeather ||
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arm.ArmorClass >= 9 {
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return
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}
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if arm.Flags.Has(Protected) || g.Player.IsWearing(RingMaintainArmor) {
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if !g.ToDeath {
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g.msg("the rust vanishes instantly")
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}
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} else {
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arm.ArmorClass++
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if !g.Options.Terse {
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g.msg("your armor appears to be weaker now. Oh my!")
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} else {
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g.msg("your armor weakens")
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}
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}
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}
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