Files
rgoue/game/scrolls.go
sneak ebe477ba28 Decompose remaining effects-file hot spots (refactor step 7)
drain gains drainReaches; zapSpeed gains hasteTarget/slowTarget;
readHoldMonster gains holdMonstersNear; readCreateMonster gains
createMonsterSpot; revealSpot splits into revealChar/revealWall/
revealSolid/revealFloor; turnSee gains showSensed. potions.go,
scrolls.go, and sticks.go are complexity-clean. Behavior and RNG call
order unchanged.
2026-07-07 02:53:09 +02:00

374 lines
8.1 KiB
Go

package game
// scrolls.c — read a scroll and let it happen.
// readScroll reads a scroll from the pack and does the appropriate thing
// (scrolls.c read_scroll).
func (g *RogueGame) readScroll() {
p := &g.Player
obj, ok := g.promptPackItem("read", KindScroll)
if !ok {
return
}
if obj.Kind != KindScroll {
if !g.Options.Terse {
g.msg("there is nothing on it to read")
} else {
g.msg("nothing to read")
}
return
}
// Calculate the effect it has on the poor guy.
if obj == p.CurWeapon {
p.CurWeapon = nil
}
// Get rid of the thing
g.leavePack(obj, false, false)
if h := g.data.readHandlers[obj.ScrollKind()]; h != nil {
h(g, obj)
}
g.look(true) // put the result of the scroll on the screen
g.status()
g.callIt(&g.Items.Scrolls[obj.Which])
}
// The per-scroll effect handlers, dispatched through
// gameData.readHandlers. Each is one case of the C read_scroll switch.
func (g *RogueGame) readMonsterConfusion(*Object) {
// Scroll of monster confusion. Give him that power.
g.Player.Flags.Set(CanConfuse)
g.msg("your hands begin to glow %s", g.pickColor("red"))
}
func (g *RogueGame) readEnchantArmor(*Object) {
p := &g.Player
if p.CurArmor != nil {
p.CurArmor.ArmorClass--
p.CurArmor.Flags.Clear(Cursed)
g.msg("your armor glows %s for a moment", g.pickColor("silver"))
}
}
func (g *RogueGame) readHoldMonster(*Object) {
// Hold monster scroll. Stop all monsters within two spaces from
// chasing after the hero.
held := g.holdMonstersNear()
if held > 0 {
g.addmsgf("the monster")
if held > 1 {
g.addmsgf("s around you")
}
g.addmsgf(" freeze")
if held == 1 {
g.addmsgf("s")
}
g.endmsg()
g.Items.Scrolls[ScrollHoldMonster].Know = true
} else {
g.msg("you feel a strange sense of loss")
}
}
// holdMonstersNear freezes every awake monster within two spaces of the
// hero and reports how many froze (the scan of the C S_HOLD case).
func (g *RogueGame) holdMonstersNear() int {
p := &g.Player
held := 0
for x := p.Pos.X - 2; x <= p.Pos.X+2; x++ {
if x < 0 || x >= NumCols {
continue
}
for y := p.Pos.Y - 2; y <= p.Pos.Y+2; y++ {
if y < 0 || y > NumLines-1 {
continue
}
if mp := g.Level.MonsterAt(y, x); mp != nil && mp.On(Awake) {
mp.Flags.Clear(Awake)
mp.Flags.Set(Held)
held++
}
}
}
return held
}
func (g *RogueGame) readSleep(*Object) {
// Scroll which makes you fall asleep
g.Items.Scrolls[ScrollSleep].Know = true
g.NoCommand += g.rnd(g.spread(5)) + 4 // SLEEPTIME
g.Player.Flags.Clear(Awake)
g.msg("you fall asleep")
}
func (g *RogueGame) readCreateMonster(*Object) {
// Create a monster: first look in a circle around him, next try
// his room, otherwise give up
mp, ok := g.createMonsterSpot()
if !ok {
g.msg("you hear a faint cry of anguish in the distance")
} else {
tp := &Monster{}
g.newMonster(tp, g.randMonster(false), mp)
}
}
// createMonsterSpot reservoir-samples a legal spot around the hero for a
// created monster; ok is false when every neighbor is blocked (the scan
// of the C S_CREATE case).
func (g *RogueGame) createMonsterSpot() (Coord, bool) {
p := &g.Player
i := 0
var mp Coord
for y := p.Pos.Y - 1; y <= p.Pos.Y+1; y++ {
for x := p.Pos.X - 1; x <= p.Pos.X+1; x++ {
// Don't put a monster on top of the player.
if y == p.Pos.Y && x == p.Pos.X {
continue
}
// Or anything else nasty
if ch := g.Level.VisibleChar(y, x); stepOk(ch) {
if ch == Scroll {
if fo := g.Level.ObjectAt(y, x); fo != nil && fo.ScrollKind() == ScrollScareMonster {
continue
}
}
if i++; g.rnd(i) == 0 {
mp = Coord{Y: y, X: x}
}
}
}
}
return mp, i != 0
}
func (g *RogueGame) readIdentify(obj *Object) {
// Identify, let him figure something out
g.Items.Scrolls[obj.Which].Know = true
g.msg("this scroll is an %s scroll", g.Items.Scrolls[obj.Which].Name)
g.whatis(true, g.data.idType[obj.ScrollKind()])
}
func (g *RogueGame) readMagicMapping(*Object) {
// Scroll of magic mapping.
g.Items.Scrolls[ScrollMagicMapping].Know = true
g.msg("oh, now this scroll has a map on it")
// take all the things we want to keep hidden out of the window
for y := 1; y < NumLines-1; y++ {
for x := range NumCols {
g.revealSpot(y, x)
}
}
}
// revealSpot uncovers one map cell for magic mapping and draws it (the
// loop body of the C SCR_MAP case).
func (g *RogueGame) revealSpot(y, x int) {
pp := g.Level.At(y, x)
ch := revealChar(pp)
if ch != ' ' {
if tp := pp.Monst; tp != nil {
tp.OldCh = ch
if !g.Player.On(SenseMonsters) {
g.mvaddch(y, x, ch)
}
} else {
g.mvaddch(y, x, ch)
}
}
}
// revealChar decides what magic mapping shows at a cell, making secret
// doors, hidden passages, and hidden traps real as a side effect; ' '
// means show nothing (the switch of the C SCR_MAP loop).
func revealChar(pp *Place) byte {
ch := pp.Ch
pass := false
switch ch {
case Door, Stairs:
case '-', '|':
ch = revealWall(pp)
case ' ':
pass = revealSolid(pp)
case Passage:
pass = true
case Floor:
ch = revealFloor(pp)
default:
if pp.Flags.Has(FPassage) {
pass = true
} else {
ch = ' '
}
}
if pass {
if !pp.Flags.Has(FReal) {
pp.Ch = Passage
}
pp.Flags.Set(FSeen | FReal)
ch = Passage
}
return ch
}
// revealWall handles a wall cell for magic mapping: a secret door
// becomes a real door (the '-'/'|' arm).
func revealWall(pp *Place) byte {
if !pp.Flags.Has(FReal) {
pp.Ch = Door
pp.Flags.Set(FReal)
return Door
}
return pp.Ch
}
// revealSolid handles a blank cell for magic mapping, reporting whether
// it is passage: hidden passages become real; hidden things in walls
// stay hidden (the ' ' arm).
func revealSolid(pp *Place) bool {
if pp.Flags.Has(FReal) {
return pp.Flags.Has(FPassage)
}
pp.Flags.Set(FReal)
pp.Ch = Passage
return true
}
// revealFloor handles a floor cell for magic mapping: a hidden trap
// becomes a real, seen trap; real floor shows nothing (the FLOOR arm).
func revealFloor(pp *Place) byte {
if pp.Flags.Has(FReal) {
return ' '
}
pp.Ch = Trap
pp.Flags.Set(FSeen | FReal)
return Trap
}
func (g *RogueGame) readFoodDetection(*Object) {
// Food detection
found := false
g.scr.Hw.Clear()
for _, fo := range g.Level.Objects {
if fo.Kind == KindFood {
found = true
g.scr.Hw.MvAddCh(fo.Pos.Y, fo.Pos.X, Food)
}
}
if found {
g.Items.Scrolls[ScrollFoodDetection].Know = true
g.showWin("Your nose tingles and you smell food.--More--")
} else {
g.msg("your nose tingles")
}
}
func (g *RogueGame) readTeleportation(*Object) {
// Scroll of teleportation: make him disappear and reappear
p := &g.Player
curRoom := p.Room
g.teleport()
if curRoom != p.Room {
g.Items.Scrolls[ScrollTeleportation].Know = true
}
}
func (g *RogueGame) readEnchantWeapon(*Object) {
p := &g.Player
if p.CurWeapon == nil || p.CurWeapon.Kind != KindWeapon {
g.msg("you feel a strange sense of loss")
} else {
p.CurWeapon.Flags.Clear(Cursed)
if g.rnd(2) == 0 {
p.CurWeapon.HPlus++
} else {
p.CurWeapon.DPlus++
}
g.msg("your %s glows %s for a moment",
g.Items.Weapons[p.CurWeapon.Which].Name, g.pickColor("blue"))
}
}
func (g *RogueGame) readScareMonster(*Object) {
// Reading it is a mistake and produces laughter at her poor boo
// boo.
g.msg("you hear maniacal laughter in the distance")
}
func (g *RogueGame) readRemoveCurse(*Object) {
p := &g.Player
uncurse(p.CurArmor)
uncurse(p.CurWeapon)
uncurse(p.CurRing[Left])
uncurse(p.CurRing[Right])
g.msg("%s", g.chooseStr("you feel in touch with the Universal Onenes",
"you feel as if somebody is watching over you"))
}
func (g *RogueGame) readAggravateMonsters(*Object) {
// This scroll aggravates all the monsters on the current level
// and sets them running towards the hero
g.aggravate()
g.msg("you hear a high pitched humming noise")
}
func (g *RogueGame) readProtectArmor(*Object) {
p := &g.Player
if p.CurArmor != nil {
p.CurArmor.Flags.Set(Protected)
g.msg("your armor is covered by a shimmering %s shield",
g.pickColor("gold"))
} else {
g.msg("you feel a strange sense of loss")
}
}
// uncurse uncurses an item (scrolls.c uncurse).
func uncurse(obj *Object) {
if obj != nil {
obj.Flags.Clear(Cursed)
}
}