Files
rgoue/game/rip.go
sneak a8feb6c05d Move all package-level vars into gameData; finish lint adoption
gochecknoglobals: all 37 package-level tables consolidated into the
gameData struct (game/tables.go), built by newGameData() and carried
on RogueGame as g.data (set in NewGame and Restore). ObjectKind
Glyph()/objectKindForGlyph are now switches; the table-reading subtype
Stringer methods are gone; isMagic is a RogueGame method.

goconst: repeated words named (potionName/scrollName/ringName/goldName
in object.go, wandName/staffName in sticks.go, ripWall in tables.go).

exhaustive, testpackage: disabled in .golangci.yml with sneak's
approval (2026-07-07).

Also reverts misspell's silent corruption of the "ther" scroll-name
syllable (it had become "there", changing generated scroll names vs C).

Remaining red: cyclop/gocognit/nestif until refactor step 7; mnd
awaits a ruling. TODO.md rotated; MEMORY.md lint notes updated.
2026-07-07 02:10:58 +02:00

269 lines
6.0 KiB
Go

package game
import (
"fmt"
"time"
)
// rip.c — the fun ends: death or a total win.
//
// The C functions here call exit(); the port panics with a gameEnd sentinel
// that Run recovers, so the terminal is restored by normal unwinding.
// gameEnd is the sentinel carried by the panic that replaces my_exit().
type gameEnd struct{}
// myExit leaves the process properly (main.c my_exit): it unwinds to Run.
// Every C caller exited with status 0; abnormal exits panic for real.
func (g *RogueGame) myExit() {
g.Playing = false
panic(gameEnd{})
}
// death does something really fun when he dies (rip.c death).
func (g *RogueGame) death(monst byte) {
p := &g.Player
p.Purse -= p.Purse / 10
g.clear()
killer := g.killname(monst, false)
if !g.Options.Tombstone {
g.scr.Std.MvPrintwf(NumLines-2, 0, "Killed by ")
if monst != 's' && monst != 'h' {
g.printw("a%s ", vowelstr(killer))
}
g.printw("%s with %d gold", killer, p.Purse)
} else {
year := time.Now().Year()
for i, line := range g.data.ripArt {
g.scr.Std.MvAddStr(8+i, 0, line)
}
g.mvaddstr(17, center(killer), killer)
if monst == 's' || monst == 'h' {
g.mvaddch(16, 32, ' ')
} else {
g.mvaddstr(16, 33, vowelstr(killer))
}
g.mvaddstr(14, center(g.Whoami), g.Whoami)
au := fmt.Sprintf("%d Au", p.Purse)
g.mvaddstr(15, center(au), au)
g.mvaddstr(18, 26, fmt.Sprintf("%4d", year))
}
g.mvaddstr(NumLines-1, 0, "[Press return to continue]")
g.refresh()
flags := 0
if g.HasAmulet {
flags = 3
}
g.score(p.Purse, flags, monst)
g.waitFor('\n')
g.myExit()
}
// center returns the column to center the given string on the tombstone
// (rip.c center).
func center(str string) int {
return 28 - (len(str)+1)/2
}
// totalWinner is the code for a winner (rip.c total_winner).
func (g *RogueGame) totalWinner() {
p := &g.Player
g.clear()
g.standout()
banner := []string{
" ",
" @ @ @ @ @ @@@ @ @ ",
" @ @ @@ @@ @ @ @ @ ",
" @ @ @@@ @ @ @ @ @ @@@ @@@@ @@@ @ @@@ @ ",
" @@@@ @ @ @ @ @ @ @ @ @ @ @ @ @ @ ",
" @ @ @ @ @ @ @ @@@@ @ @ @@@@@ @ @ @ ",
" @ @ @ @ @ @@ @ @ @ @ @ @ @ @ @ @ ",
" @@@ @@@ @@ @ @ @ @@@@ @@@@ @@@ @@@ @@ @ ",
" ",
" Congratulations, you have made it to the light of day! ",
}
for i, line := range banner {
g.scr.Std.MvAddStr(i, 0, line)
}
g.standend()
g.scr.Std.MvAddStr(10, 0, "You have joined the elite ranks of those who have escaped the")
g.scr.Std.MvAddStr(11, 0, "Dungeons of Doom alive. You journey home and sell all your loot at")
g.scr.Std.MvAddStr(12, 0, "a great profit and are admitted to the Fighters' Guild.")
g.mvaddstr(NumLines-1, 0, "--Press space to continue--")
g.refresh()
g.waitFor(' ')
g.clear()
g.mvaddstr(0, 0, " Worth Item")
g.move(1, 0)
oldpurse := p.Purse
line := 1
for _, obj := range p.Pack {
worth := 0
it := &g.Items
switch obj.Kind {
case KindFood:
worth = 2 * obj.Count
case KindWeapon:
worth = it.Weapons[obj.Which].Worth
worth *= 3*(obj.HPlus+obj.DPlus) + obj.Count
obj.Flags.Set(Known)
case KindArmor:
worth = it.Armors[obj.Which].Worth
worth += (9 - obj.ArmorClass) * 100
worth += 10 * (g.data.aClass[obj.Which] - obj.ArmorClass)
obj.Flags.Set(Known)
case KindScroll:
op := &it.Scrolls[obj.Which]
worth = op.Worth * obj.Count
if !op.Know {
worth /= 2
}
op.Know = true
case KindPotion:
op := &it.Potions[obj.Which]
worth = op.Worth * obj.Count
if !op.Know {
worth /= 2
}
op.Know = true
case KindRing:
op := &it.Rings[obj.Which]
worth = op.Worth
if obj.RingKind() == RingAddStrength || obj.RingKind() == RingIncreaseDamage ||
obj.RingKind() == RingProtection || obj.RingKind() == RingDexterity {
if obj.Bonus > 0 {
worth += obj.Bonus * 100
} else {
worth = 10
}
}
if !obj.Flags.Has(Known) {
worth /= 2
}
obj.Flags.Set(Known)
op.Know = true
case KindWand:
op := &it.Sticks[obj.Which]
worth = op.Worth
worth += 20 * obj.Charges
if !obj.Flags.Has(Known) {
worth /= 2
}
obj.Flags.Set(Known)
op.Know = true
case KindAmulet:
worth = 1000
}
if worth < 0 {
worth = 0
}
g.scr.Std.MvPrintwf(line, 0, "%c) %5d %s", obj.PackCh, worth,
g.invName(obj, false))
line++
p.Purse += worth
}
g.scr.Std.MvPrintwf(line, 0, " %5d Gold Pieces ", oldpurse)
g.refresh()
g.score(p.Purse, 2, ' ')
g.myExit()
}
// killname converts a code to a monster name (rip.c killname).
func (g *RogueGame) killname(monst byte, doart bool) string {
var (
sp string
article bool
)
if isUpper(monst) {
sp = g.Monsters[monst-'A'].Name
article = true
} else {
sp = "Wally the Wonder Badger"
article = false
for _, hp := range g.data.killnameTable {
if hp.Ch == monst {
sp = hp.Desc
article = hp.Print
break
}
}
}
if doart && article {
return "a" + vowelstr(sp) + " " + sp
}
return sp
}
// DeathDemo implements the -d command line option (main.c): burn some
// random numbers to break patterns, then die a random death.
func (g *RogueGame) DeathDemo() {
defer func() {
if r := recover(); r != nil {
if _, ok := r.(gameEnd); ok {
return
}
panic(r)
}
}()
dnum := g.rnd(100)
for dnum--; dnum > 0; dnum-- {
g.rnd(100)
}
g.Player.Purse = g.rnd(100) + 1
g.Depth = g.rnd(100) + 1
g.death(g.deathMonst())
}
// deathMonst returns a monster appropriate for a random death (rip.c
// death_monst).
func (g *RogueGame) deathMonst() byte {
poss := []byte{
'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L',
'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X',
'Y', 'Z', 'a', 'b', 'h', 'd', 's',
' ', // generates the "Wally the Wonder Badger" message
}
return poss[g.rnd(len(poss))]
}