Files
rgoue/game/misc.go
sneak 4a248eb392 Decompose look and promptDirection (refactor step 7)
look's nine-square scan splits into lookAround/lookCell with a
lookScan state struct and guard helpers (lookSkips,
lookForeignPassage, lookDiagonalBlocked, lookCellChar, lookShow,
lookRunCheck, atRunEdge); promptDirection gains deltaFor and
confuseDirection. misc.go is complexity-clean. Behavior and RNG call
order unchanged.
2026-07-07 03:03:50 +02:00

609 lines
13 KiB
Go

package game
// misc.c — look() display maintenance, direction input, eating, level-ups,
// and small utilities. call_it arrives with the scroll/potion phase (it
// needs the get_str line editor).
// lookScan carries the state of one look() glance while it examines the
// nine squares around the hero.
type lookScan struct {
hero Coord
pch byte // map character under the hero
pfl PlaceFlags // map flags under the hero
wakeup bool
doorStop bool // door-stop checking applies (mid-run)
sy, sx, ey, ex int
sumhero, diffhero int
passcount int
}
// look takes a quick glance all around the player (misc.c look).
func (g *RogueGame) look(wakeup bool) {
p := &g.Player
hero := p.Pos
rp := p.Room
if g.Oldpos != hero {
g.eraseLamp(g.Oldpos, g.Oldrp)
g.Oldpos = hero
g.Oldrp = rp
}
s := lookScan{
hero: hero,
wakeup: wakeup,
sy: hero.Y - 1,
sx: hero.X - 1,
ey: hero.Y + 1,
ex: hero.X + 1,
}
s.doorStop = g.DoorStop && !g.Firstmove
if s.doorStop && g.Running {
s.sumhero = hero.Y + hero.X
s.diffhero = hero.Y - hero.X
}
pp := g.Level.At(hero.Y, hero.X)
s.pch = pp.Ch
s.pfl = pp.Flags
g.lookAround(&s)
if s.doorStop && s.passcount > 1 {
g.Running = false
}
if !g.Running || !g.Options.Jump {
g.mvaddch(hero.Y, hero.X, PlayerCh)
}
}
// lookAround runs the nine-square scan of look().
func (g *RogueGame) lookAround(s *lookScan) {
for y := s.sy; y <= s.ey; y++ {
if y <= 0 || y >= NumLines-1 {
continue
}
for x := s.sx; x <= s.ex; x++ {
if x < 0 || x >= NumCols {
continue
}
g.lookCell(s, y, x)
}
}
}
// lookCell examines one square around the hero: visibility rules, trip
// and monster rendering, drawing, and run-stop checks (the loop body of
// misc.c look).
func (g *RogueGame) lookCell(s *lookScan, y, x int) {
pp := g.Level.At(y, x)
if g.lookSkips(s, pp, y, x) {
return
}
tp := pp.Monst
ch, skip := g.lookCellChar(s, tp, y, x, pp.Ch)
if skip {
return
}
if !g.lookShow(s, tp, ch, y, x) {
return
}
if s.doorStop && g.Running {
g.lookRunCheck(s, ch, y, x)
}
}
// lookSkips reports whether look ignores this square entirely: the
// hero's own square when sighted, blank rock, passage squares of
// another network, and diagonals the hero could not step to (the guard
// chain of the misc.c look loop).
func (g *RogueGame) lookSkips(s *lookScan, pp *Place, y, x int) bool {
if !g.Player.On(Blind) && y == s.hero.Y && x == s.hero.X {
return true
}
if pp.Ch == ' ' { // nothing need be done with a ' '
return true
}
return lookForeignPassage(s, pp.Flags, pp.Ch) ||
g.lookDiagonalBlocked(s, pp.Flags, pp.Ch, y, x)
}
// lookForeignPassage hides passage squares belonging to a different
// passage network than the hero's (misc.c look).
func lookForeignPassage(s *lookScan, fp PlaceFlags, ch byte) bool {
if s.pch != Door && ch != Door {
return (s.pfl & FPassage) != (fp & FPassage)
}
return false
}
// lookDiagonalBlocked hides diagonal door/passage squares the hero could
// not actually step to (misc.c look).
func (g *RogueGame) lookDiagonalBlocked(s *lookScan, fp PlaceFlags, ch byte, y, x int) bool {
if !fp.Has(FPassage) && ch != Door {
return false
}
if !s.pfl.Has(FPassage) && s.pch != Door {
return false
}
return s.hero.X != x && s.hero.Y != y &&
!stepOk(g.Level.Char(y, s.hero.X)) && !stepOk(g.Level.Char(s.hero.Y, x))
}
// lookShow draws the square if it changed; it reports false when a
// blind hero cannot see it at all (the draw part of the look loop).
func (g *RogueGame) lookShow(s *lookScan, tp *Monster, ch byte, y, x int) bool {
p := &g.Player
if p.On(Blind) && (y != s.hero.Y || x != s.hero.X) {
return false
}
g.move(y, x)
if p.Room.Flags.Has(Dark) && !g.Options.SeeFloor && ch == Floor {
ch = ' '
}
if tp != nil || ch != g.inch() {
g.addch(ch)
}
return true
}
// lookCellChar picks what the square shows: trip rendering for empty
// squares, waking and disguises for monsters. skip means the square is
// not drawn at all (the monster switch of the look loop).
func (g *RogueGame) lookCellChar(s *lookScan, tp *Monster, y, x int, ch byte) (byte, bool) {
p := &g.Player
switch {
case tp == nil:
return g.tripCh(y, x, ch), false
case p.On(SenseMonsters) && tp.On(Invisible):
if g.DoorStop && !g.Firstmove {
g.Running = false
}
return ch, true
default:
if s.wakeup {
g.wakeMonster(y, x)
}
if g.seeMonst(tp) {
if p.On(Hallucinating) {
return g.randomMonsterLetter(), false
}
return tp.Disguise, false
}
return ch, false
}
}
// lookRunCheck decides whether what this square shows should stop a run
// (the DoorStop tail of the misc.c look loop). Squares on the running
// edge are ignored.
func (g *RogueGame) lookRunCheck(s *lookScan, ch byte, y, x int) {
if s.atRunEdge(g.RunCh, y, x) {
return
}
switch ch {
case Door:
if x == s.hero.X || y == s.hero.Y {
g.Running = false
}
case Passage:
if x == s.hero.X || y == s.hero.Y {
s.passcount++
}
case Floor, '|', '-', ' ':
default:
g.Running = false
}
}
// atRunEdge reports whether (y, x) sits on the leading edge of the run
// direction, where door-stop checking does not apply (the first RunCh
// switch of the misc.c look loop).
func (s *lookScan) atRunEdge(runCh byte, y, x int) bool {
switch runCh {
case 'h':
return x == s.ex
case 'j':
return y == s.sy
case 'k':
return y == s.ey
case 'l':
return x == s.sx
case 'y':
return (y+x)-s.sumhero >= 1
case 'u':
return (y-x)-s.diffhero >= 1
case 'n':
return (y+x)-s.sumhero <= -1
case 'b':
return (y-x)-s.diffhero <= -1
}
return false
}
// tripCh returns the character for this space, taking into account whether
// or not the player is tripping (misc.c trip_ch).
func (g *RogueGame) tripCh(y, x int, ch byte) byte {
if g.Player.On(Hallucinating) && g.After {
switch ch {
case Floor, ' ', Passage, '-', '|', Door, Trap:
default:
if y != g.Level.Stairs.Y || x != g.Level.Stairs.X || !g.SeenStairs {
ch = g.rndThing()
}
}
}
return ch
}
// eraseLamp erases the area shown by a lamp in a dark room
// (misc.c erase_lamp).
func (g *RogueGame) eraseLamp(pos Coord, rp *Room) {
if !g.Options.SeeFloor || rp.Flags&(Gone|Dark) != Dark ||
g.Player.On(Blind) {
return
}
ey := pos.Y + 1
ex := pos.X + 1
sy := pos.Y - 1
for x := pos.X - 1; x <= ex; x++ {
for y := sy; y <= ey; y++ {
if y == g.Player.Pos.Y && x == g.Player.Pos.X {
continue
}
g.move(y, x)
if g.inch() == Floor {
g.addch(' ')
}
}
}
}
// showFloor reports whether we show the floor in her room at this time
// (misc.c show_floor).
func (g *RogueGame) showFloor() bool {
if g.Player.Room.Flags&(Gone|Dark) == Dark && !g.Player.On(Blind) {
return g.Options.SeeFloor
}
return true
}
// eat lets her try to eat something (misc.c eat).
func (g *RogueGame) eat() {
obj, ok := g.promptPackItem("eat", KindFood)
if !ok {
return
}
if obj.Kind != KindFood {
if !g.Options.Terse {
g.msg("ugh, you would get ill if you ate that")
} else {
g.msg("that's Inedible!")
}
return
}
p := &g.Player
if p.FoodLeft < 0 {
p.FoodLeft = 0
}
if p.FoodLeft += HungerTime - 200 + g.rnd(400); p.FoodLeft > StomachSize {
p.FoodLeft = StomachSize
}
p.HungryState = 0
if obj == p.CurWeapon {
p.CurWeapon = nil
}
switch {
case obj.Which == 1:
g.msg("my, that was a yummy %s", g.Fruit)
case g.rnd(100) > 70:
p.Stats.Exp++
g.msg("%s, this food tastes awful", g.chooseStr("bummer", "yuk"))
g.checkLevel()
default:
g.msg("%s, that tasted good", g.chooseStr("oh, wow", "yum"))
}
g.leavePack(obj, false, false)
}
// checkLevel checks to see if the guy has gone up a level (misc.c
// check_level).
func (g *RogueGame) checkLevel() {
p := &g.Player
var i int
for i = 0; g.data.eLevels[i] != 0; i++ {
if g.data.eLevels[i] > p.Stats.Exp {
break
}
}
i++
olevel := p.Stats.Lvl
p.Stats.Lvl = i
if i > olevel {
add := g.roll(i-olevel, 10)
p.Stats.MaxHP += add
p.Stats.HP += add
g.msg("welcome to level %d", i)
}
}
// changeStrength modifies the player's strength, keeping track of the
// highest it has been (misc.c chg_str).
func (g *RogueGame) changeStrength(amt int) {
if amt == 0 {
return
}
p := &g.Player
addStr(&p.Stats.Str, amt)
comp := p.Stats.Str
if p.IsRing(Left, RingAddStrength) {
addStr(&comp, -p.CurRing[Left].Bonus)
}
if p.IsRing(Right, RingAddStrength) {
addStr(&comp, -p.CurRing[Right].Bonus)
}
if comp > p.MaxStats.Str {
p.MaxStats.Str = comp
}
}
// addStr performs the actual strength add, checking bounds (misc.c add_str).
func addStr(sp *int, amt int) {
if *sp += amt; *sp < 3 {
*sp = 3
} else if *sp > 31 {
*sp = 31
}
}
// addHaste adds a haste to the player (misc.c add_haste).
func (g *RogueGame) addHaste(potion bool) bool {
p := &g.Player
if p.On(Hasted) {
g.NoCommand += g.rnd(8)
p.Flags.Clear(Awake | Hasted)
g.Extinguish(DNohaste)
g.msg("you faint from exhaustion")
return false
}
p.Flags.Set(Hasted)
if potion {
g.Fuse(DNohaste, 0, g.rnd(4)+4, After)
}
return true
}
// aggravate aggravates all the monsters on this level (misc.c aggravate).
func (g *RogueGame) aggravate() {
// runTo() can splice the monster list while we walk it, so iterate a copy.
monsters := append([]*Monster(nil), g.Level.Monsters...)
for _, mp := range monsters {
g.runTo(mp.Pos)
}
}
// vowelstr returns "n" if the string starts with a vowel, for "a"/"an"
// (misc.c vowelstr).
func vowelstr(str string) string {
if str == "" {
return ""
}
switch str[0] {
case 'a', 'A', 'e', 'E', 'i', 'I', 'o', 'O', 'u', 'U':
return "n"
}
return ""
}
// isCurrent sees if the object is one of the currently used items
// (misc.c is_current).
func (g *RogueGame) isCurrent(obj *Object) bool {
if obj == nil {
return false
}
p := &g.Player
if obj == p.CurArmor || obj == p.CurWeapon ||
obj == p.CurRing[Left] || obj == p.CurRing[Right] {
if !g.Options.Terse {
g.addmsgf("That's already ")
}
g.msg("in use")
return true
}
return false
}
// promptDirection sets up the direction coordinate for use in various
// "prefix" commands (misc.c get_dir).
func (g *RogueGame) promptDirection() bool {
if g.Again && g.LastDir != 0 {
g.Delta = g.lastDelt
g.DirCh = g.LastDir
} else {
prompt := "direction: "
if !g.Options.Terse {
prompt = "which direction? "
g.msg("%s", prompt)
}
for {
g.DirCh = g.readchar()
if g.DirCh == Escape {
g.LastDir = 0
g.resetLast()
return false
}
if d, ok := deltaFor(g.DirCh); ok {
g.Delta = d
break
}
g.Msgs.Mpos = 0
g.msg("%s", prompt)
}
g.DirCh = toLower(g.DirCh)
g.LastDir = g.DirCh
g.lastDelt = g.Delta
}
if g.Player.On(Confused) && g.rnd(5) == 0 {
g.confuseDirection()
}
g.Msgs.Mpos = 0
return true
}
// confuseDirection randomizes the chosen direction for a confused hero
// (the ISHUH tail of misc.c get_dir).
func (g *RogueGame) confuseDirection() {
for {
g.Delta.Y = g.rnd(3) - 1
g.Delta.X = g.rnd(3) - 1
if g.Delta.Y != 0 || g.Delta.X != 0 {
return
}
}
}
// deltaFor maps a direction key to its movement delta; ok is false for
// keys that are not directions (the switch of misc.c get_dir).
func deltaFor(ch byte) (Coord, bool) {
switch ch {
case 'h', 'H':
return Coord{X: -1, Y: 0}, true
case 'j', 'J':
return Coord{X: 0, Y: 1}, true
case 'k', 'K':
return Coord{X: 0, Y: -1}, true
case 'l', 'L':
return Coord{X: 1, Y: 0}, true
case 'y', 'Y':
return Coord{X: -1, Y: -1}, true
case 'u', 'U':
return Coord{X: 1, Y: -1}, true
case 'b', 'B':
return Coord{X: -1, Y: 1}, true
case 'n', 'N':
return Coord{X: 1, Y: 1}, true
}
return Coord{}, false
}
// callIt calls an object something after use (misc.c call_it).
func (g *RogueGame) callIt(info *ObjInfo) {
if info.Know {
info.Guess = ""
} else if info.Guess == "" {
g.msg("%s", g.chooseTerse("call it: ", "what do you want to call it? "))
buf := ""
if g.getStr(&buf, g.scr.Std) == Norm {
if buf != "" {
info.Guess = buf
}
}
}
}
// rndThing picks a random thing appropriate for this level (misc.c
// rnd_thing).
func (g *RogueGame) rndThing() byte {
var i int
if g.Depth >= AmuletLevel {
i = g.rnd(len(g.data.thingList))
} else {
i = g.rnd(len(g.data.thingList) - 1)
}
return g.data.thingList[i]
}
// chooseStr picks the first or second string depending on whether the
// player is tripping (misc.c choose_str).
func (g *RogueGame) chooseStr(ts, ns string) string {
if g.Player.On(Hallucinating) {
return ts
}
return ns
}
// unctrl gives a printable representation of a character, like curses
// unctrl(): control characters display as ^X.
func unctrl(ch byte) string {
if ch < ' ' {
return "^" + string(ch+'@')
}
if ch == 0x7f {
return "^?"
}
return string(ch)
}