ObjectKind separates what an item is from how it draws: Object.Type (a byte that doubled as the map character) becomes Kind ObjectKind, with Glyph() producing the display character and objectKindForGlyph converting back at the map boundary. KindWand covers the C 'stick' category. The magic-missile bolt uses KindGold, matching C's literal o_type='*' trick, with a comment. PotionKind, ScrollKind, RingKind, WandKind, WeaponKind, ArmorKind and TrapKind are now iota enums with Stringer (names come from the base info tables); Object gains typed accessors (obj.RingKind(), ...) and Launch is typed WeaponKind. beTrapped returns TrapKind. The getItem/inventory/whatis prompt filters take ObjectKind, with KindCallable/KindRingOrStick replacing the C CALLABLE/R_OR_S sentinels; wizard.c's type_name table is subsumed by ObjectKind.String(). IsRing/IsWearing/initWeapon/doPot signatures are typed accordingly. The save format version becomes 5.4.4-go2: the gob field rename would otherwise silently zero Kind when reading old saves. No behavior change; full suite green.
171 lines
4.0 KiB
Go
171 lines
4.0 KiB
Go
package game
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import "strings"
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// init.c — per-game randomization of item appearances and probability
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// tables, and the player roll-up.
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// initPlayer rolls her up (init.c init_player).
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func (g *RogueGame) initPlayer() {
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p := &g.Player
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p.MaxStats = initStats
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p.Stats = p.MaxStats
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p.FoodLeft = HungerTime
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// Give him some food
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obj := newObject()
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obj.Kind = KindFood
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obj.Count = 1
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g.addPack(obj, true)
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// And his suit of armor
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obj = newObject()
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obj.Kind = KindArmor
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obj.Which = int(ArmorRingMail)
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obj.Arm = aClass[ArmorRingMail] - 1
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obj.Flags.Set(Known)
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obj.Count = 1
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p.CurArmor = obj
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g.addPack(obj, true)
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// Give him his weaponry. First a mace.
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obj = newObject()
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g.initWeapon(obj, WeaponMace)
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obj.HPlus = 1
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obj.DPlus = 1
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obj.Flags.Set(Known)
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g.addPack(obj, true)
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p.CurWeapon = obj
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// Now a +1 bow
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obj = newObject()
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g.initWeapon(obj, WeaponBow)
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obj.HPlus = 1
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obj.Flags.Set(Known)
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g.addPack(obj, true)
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// Now some arrows
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obj = newObject()
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g.initWeapon(obj, WeaponArrow)
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obj.Count = g.rnd(15) + 25
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obj.Flags.Set(Known)
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g.addPack(obj, true)
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}
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// initColors initializes the potion color scheme for this game
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// (init.c init_colors).
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func (g *RogueGame) initColors() {
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used := make([]bool, len(rainbow))
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for i := PotionKind(0); i < NumPotionTypes; i++ {
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var j int
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for {
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j = g.rnd(len(rainbow))
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if !used[j] {
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break
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}
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}
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used[j] = true
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g.Items.PotColors[i] = rainbow[j]
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}
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}
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// initNames generates the names of the various scrolls (init.c init_names).
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func (g *RogueGame) initNames() {
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for i := ScrollKind(0); i < NumScrollTypes; i++ {
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var cp strings.Builder
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nwords := g.rnd(3) + 2
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for ; nwords > 0; nwords-- {
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nsyl := g.rnd(3) + 1
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for ; nsyl > 0; nsyl-- {
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sp := sylls[g.rnd(len(sylls))]
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if cp.Len()+len(sp) > MaxNameLen {
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break
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}
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cp.WriteString(sp)
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}
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cp.WriteByte(' ')
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}
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g.Items.ScrNames[i] = strings.TrimSuffix(cp.String(), " ")
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}
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}
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// initStones initializes the ring stone setting scheme for this game
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// (init.c init_stones).
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func (g *RogueGame) initStones() {
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used := make([]bool, len(stoneTable))
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for i := RingKind(0); i < NumRingTypes; i++ {
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var j int
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for {
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j = g.rnd(len(stoneTable))
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if !used[j] {
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break
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}
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}
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used[j] = true
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g.Items.RingStones[i] = stoneTable[j].Name
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g.Items.Rings[i].Worth += stoneTable[j].Value
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}
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}
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// initMaterials initializes the construction materials for wands and staffs
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// (init.c init_materials).
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func (g *RogueGame) initMaterials() {
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used := make([]bool, len(woods))
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metused := make([]bool, len(metals))
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for i := WandKind(0); i < NumWandTypes; i++ {
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var str string
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for {
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if g.rnd(2) == 0 {
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j := g.rnd(len(metals))
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if !metused[j] {
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g.Items.WandType[i] = "wand"
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str = metals[j]
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metused[j] = true
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break
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}
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} else {
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j := g.rnd(len(woods))
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if !used[j] {
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g.Items.WandType[i] = "staff"
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str = woods[j]
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used[j] = true
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break
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}
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}
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}
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g.Items.WandMade[i] = str
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}
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}
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// sumProbs sums up the probabilities for items appearing, converting the
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// per-item weights into a cumulative distribution (init.c sumprobs).
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func sumProbs(info []ObjInfo) {
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for i := 1; i < len(info); i++ {
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info[i].Prob += info[i-1].Prob
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}
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}
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// initProbs copies the base tables into the game and initializes the
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// probabilities for the various items (init.c init_probs).
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func (g *RogueGame) initProbs() {
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g.Items.Things = baseThings
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g.Items.Potions = basePotInfo
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g.Items.Scrolls = baseScrInfo
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g.Items.Rings = baseRingInfo
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g.Items.Sticks = baseWsInfo
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g.Items.Weapons = baseWeapInfo
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g.Items.Armors = baseArmInfo
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sumProbs(g.Items.Things[:])
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sumProbs(g.Items.Potions[:])
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sumProbs(g.Items.Scrolls[:])
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sumProbs(g.Items.Rings[:])
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sumProbs(g.Items.Sticks[:])
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sumProbs(g.Items.Weapons[:NumWeaponTypes]) // C sums MAXWEAPONS, excluding the flame entry
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sumProbs(g.Items.Armors[:])
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}
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// pickColor returns the given color, or a random one if the hero is
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// hallucinating (init.c pick_color).
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func (g *RogueGame) pickColor(col string) string {
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if g.Player.On(Hallucinating) {
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return rainbow[g.rnd(len(rainbow))]
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}
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return col
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}
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