Files
rgoue/game/weapons.go
sneak a69ef7dc04 go: port dungeon generation, items base, pack, and monster creation
rooms.c, passages.c, new_level.c ported in full: room/maze layout,
corridor spanning tree with extra connections, passage numbering flood
fill, trap/stairs/object placement, treasure rooms. Careful RNG-call
ordering throughout keeps generation seed-faithful to C.

Supporting subsystems this depends on, also ported:
- screen.go: curses replaced by in-memory Window cell buffers behind a
  Terminal interface (tcell arrives with the UI phase; tests run headless)
- io.go: msg/addmsg/endmsg message-line protocol, status line, step_ok
- pack.c in full (add_pack sorting/stacking walk, get_item, inventory)
- things.c in full (inv_name, new_thing, discovery lists, pagination)
- monsters.c in full; chase.c navigation half (roomin/cansee/see_monst/
  find_dest/runto/set_oldch); rings.c, armor.c in full
- weapons.c/sticks.c creation half (init_weapon, fix_stick, num)
- misc.c look() display update, eat, level-up, direction input
- daemons.c callbacks except stomach (needs death()) and the runners
  chase driver (combat phase)
- init.c init_player with the starting kit

Tests: level invariants across seeds, determinism, 30-depth sweep.
2026-07-06 19:05:46 +02:00

87 lines
2.3 KiB
Go

package game
import "fmt"
// weapons.c — weapon initialization and naming. The throwing half
// (missile, do_motion, hit_monster) arrives with the combat phase.
const noWeapon = -1
// initWeaps is the weapons.c init_dam[] table.
var initWeaps = [MaxWeapons]struct {
dam string // damage when wielded
hrl string // damage when thrown
launch int // launching weapon
flags ObjFlags
}{
{"2x4", "1x3", noWeapon, 0}, // Mace
{"3x4", "1x2", noWeapon, 0}, // Long sword
{"1x1", "1x1", noWeapon, 0}, // Bow
{"1x1", "2x3", Bow, IsMany | IsMissl}, // Arrow
{"1x6", "1x4", noWeapon, IsMissl}, // Dagger
{"4x4", "1x2", noWeapon, 0}, // 2h sword
{"1x1", "1x3", noWeapon, IsMany | IsMissl}, // Dart
{"1x2", "2x4", noWeapon, IsMany | IsMissl}, // Shuriken
{"2x3", "1x6", noWeapon, IsMissl}, // Spear
}
// initWeapon sets up a new weapon (weapons.c init_weapon).
func (g *RogueGame) initWeapon(weap *Object, which int) {
iwp := &initWeaps[which]
weap.Type = Weapon
weap.Which = which
weap.Damage = iwp.dam
weap.HurlDmg = iwp.hrl
weap.Launch = iwp.launch
weap.Flags = iwp.flags
weap.HPlus = 0
weap.DPlus = 0
if which == Dagger {
weap.Count = g.rnd(4) + 2
weap.Group = g.Items.Group
g.Items.Group++
} else if weap.Flags.Has(IsMany) {
weap.Count = g.rnd(8) + 8
weap.Group = g.Items.Group
g.Items.Group++
} else {
weap.Count = 1
weap.Group = 0
}
}
// num formats a hit/damage or armor bonus string (weapons.c num).
func num(n1, n2 int, typ byte) string {
out := fmt.Sprintf("%+d", n1)
if typ == Weapon {
out += fmt.Sprintf(",%+d", n2)
}
return out
}
// fallpos picks a random empty position around (pos) for a dropped item
// (weapons.c fallpos).
func (g *RogueGame) fallpos(pos Coord) (Coord, bool) {
var newpos Coord
cnt := 0
for y := pos.Y - 1; y <= pos.Y+1; y++ {
for x := pos.X - 1; x <= pos.X+1; x++ {
// check to make certain the spot is empty, if it is, put the
// object there, set it in the level list and re-draw the room
// if he can see it
if (y == g.Player.Pos.Y && x == g.Player.Pos.X) ||
y < 0 || x < 0 {
continue
}
ch := g.Level.Char(y, x)
if ch == Floor || ch == Passage {
if cnt++; g.rnd(cnt) == 0 {
newpos.Y = y
newpos.X = x
}
}
}
}
return newpos, cnt != 0
}