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# -*- Perl -*- |
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# |
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# Game::Xomb - this is a terminal-based roguelike. run the xomb(1) |
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# command that is installed with this module to start a game |
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package Game::Xomb; |
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our $VERSION = '1.05'; |
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87683
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use 5.24.0; |
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use warnings; |
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use List::Util qw(min max); |
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use List::UtilsBy qw(min_by nsort_by); |
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use POSIX qw(STDIN_FILENO TCIFLUSH tcflush); |
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45997
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use Term::ReadKey qw(GetTerminalSize ReadKey ReadMode); |
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11936
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404
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use Time::HiRes qw(sleep); |
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require XSLoader; |
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XSLoader::load('Game::Xomb', $VERSION); # distance, line drawing, RNG |
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######################################################################## |
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# |
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# CONSTANTS |
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sub NEED_ROWS () { 24 } |
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sub NEED_COLS () { 80 } |
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# ANSI or XTerm Control Sequences - https://invisible-island.net/xterm/ |
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sub ALT_SCREEN () { "\e[?1049h" } |
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sub CLEAR_LINE () { "\e[2K" } |
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sub CLEAR_RIGHT () { "\e[K" } |
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sub CLEAR_SCREEN () { "\e[1;1H\e[2J" } |
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sub HIDE_CURSOR () { "\e[?25l" } # this gets toggled on/off |
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sub HIDE_POINTER () { "\e[>2p" } # hide screen gnat |
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sub SHOW_CURSOR () { "\e[?25h" } |
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sub TERM_NORM () { "\e[m" } |
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sub UNALT_SCREEN () { "\e[?1049l" } |
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# these not-CONSTANTs move the cursor around. points are col,row (x,y) |
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# while terminal uses row,col hence the reverse argument order here. |
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# some at(...) calls have been made into AT_* constants for frequently |
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# used locations |
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sub at { "\e[" . $_[1] . ';' . $_[0] . 'H' } |
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sub at_row { "\e[" . $_[0] . ';1H' } |
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sub at_col { "\e[" . $_[0] . 'G' } |
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# where the message (top) and status (bottom) lines are |
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sub MSG_ROW () { 1 } |
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sub AT_MSG_ROW () { "\e[1;1H" } |
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sub MSG_MAX () { NEED_ROWS - 2 } |
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sub STATUS_ROW () { 24 } |
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sub AT_STATUS_ROW () { "\e[24;1H" } |
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sub AT_ECOST () { "\e[24;10H" } |
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sub AT_HPBAR () { "\e[24;14H" } |
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sub AT_CELLOBJS () { "\e[24;68H" } |
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sub AT_SHIELDUP () { "\e[24;72H" } |
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sub AT_PKC_CODE () { "\e[24;76H" } |
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# NOTE also set in Xomb.xs for map-aware functions |
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sub MAP_COLS () { 78 } |
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sub MAP_ROWS () { 22 } |
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sub MAP_SIZE () { MAP_COLS * MAP_ROWS } |
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sub MAP_DOFF () { 2 } # display offset for map on screen |
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64
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# NOTE level map is row, col while points are [ col, row ] |
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sub PROW () { 1 } |
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sub PCOL () { 0 } |
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# a point in the LMC so Animates can find where they are at |
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sub WHERE () { 0 } |
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# GENUS is involved with interactions between thingies and where the |
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# thing is slotted under the LMC |
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sub MINERAL () { 1 } # floor, walls, etc |
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sub VEGGIE () { 2 } # amulet, gems, etc |
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sub ANIMAL () { 3 } # Animates |
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# SPECIES |
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sub HERO () { 0 } # NOTE also used for @Animates slot |
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sub FUNGI () { 1 } |
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sub GHAST () { 2 } |
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sub MIMIC () { 3 } |
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sub STALKER () { 4 } |
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sub TROLL () { 5 } |
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sub AMULET () { 6 } |
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sub GEM () { 7 } |
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sub HOLE () { 8 } |
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sub FLOOR () { 9 } |
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sub GATE () { 10 } |
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sub ACID () { 11 } |
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sub RUBBLE () { 12 } |
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sub WALL () { 13 } |
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sub AMULET_NAME () { 'Dragonstone' } |
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sub AMULET_REGEN () { 6 } # slow so less likely to burn out |
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sub AMULET_VALUE () { 1000 } |
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96
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# for ANIMALS (shared with VEGGIES and MINERALS for the first few slots) |
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sub GENUS () { 0 } |
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sub SPECIES () { 1 } |
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sub DISPLAY () { 2 } # how to show 'em on the screen |
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sub UPDATE () { 3 } # what happens when their turn comes up |
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sub STASH () { 4 } # kitchen drawer |
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sub LMC () { 5 } # link back to the level map |
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sub ENERGY () { 6 } # how long until their next update call |
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sub BLACK_SPOT () { 7 } # marked for death |
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106
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# Animates stash slots |
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sub HITPOINTS () { 0 } # player, monsters |
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sub ECOST () { 1 } # cost of previous move |
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sub WEAPON () { 2 } # mostly only for monsters |
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sub LOOT () { 3 } # player inventory |
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sub SHIELDUP () { 4 } # player shield recharge gem |
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# GEM stash slots |
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sub GEM_NAME () { 0 } |
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sub GEM_VALUE () { 1 } |
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sub GEM_REGEN () { 2 } |
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117
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sub START_HP () { 100 } # player start (and max) HP |
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sub LOOT_MAX () { NEED_ROWS - 2 } # avoids scrolling, status bar wipeout |
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120
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sub WEAP_DMG () { 0 } # for WEAPON stash slot (mostly for monsters) |
121
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sub W_RANGE () { 1 } # max shooting range |
122
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sub W_COST () { 2 } # recharge time after shot |
123
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sub W_TOHIT () { 3 } # to-hit values ... |
124
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125
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sub MOVE_LVLUP () { -1 } # NOTE tied to level change math |
126
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sub MOVE_FAILED () { 0 } # for zero-cost player moves |
127
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sub MOVE_LVLDOWN () { 1 } # NOTE tied to level change math |
128
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sub MOVE_OKAY () { 2 } # non-level-change costly moves |
129
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130
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# energy constants, see game_loop for the system |
131
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sub CAN_MOVE () { 0 } |
132
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sub DEFAULT_COST () { 10 } |
133
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sub DIAG_COST () { 14 } |
134
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sub NLVL_COST () { 15 } # time to gate to next level |
135
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136
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sub RUN_MAX () { 4 } |
137
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138
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######################################################################## |
139
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# |
140
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# VARIABLES |
141
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142
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our $Violent_Sleep_Of_Reason = 0; |
143
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144
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our @Animates; # things with energy, HERO always in first slot |
145
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our @LMap; # level map. array of array of array of ... |
146
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147
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our $Draw_Delay = 0.15; |
148
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our $Energy_Spent = 0; |
149
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our $Level = 1; # current level |
150
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our $Level_Max = 1; |
151
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our $RKFN; # function handling key reads |
152
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our $Replay_Delay = 0.2; |
153
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our $Replay_FH; |
154
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our $Save_FH; |
155
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our $Seed; # cached value, jsf.c internalizes this |
156
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our $Sticky; # for runner/running support |
157
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our $Sticky_Max = 0; |
158
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our $Turn_Count = 0; |
159
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our %Visible_Cell; # x,y => [x,y] of cells visible in FOV |
160
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our @Visible_Monst; # [x,y] of visible monsters |
161
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our %Warned_About; # limit annoying messages |
162
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163
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our %Damage_From = ( |
164
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acidburn => sub { |
165
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my ($src, $duration) = @_; |
166
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my $max = $duration >> 1; |
167
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my $damage = 0; |
168
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for (1 .. $duration) { |
169
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$damage += coinflip(); |
170
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$damage-- if onein(3); |
171
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if ($damage > $max) { |
172
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$damage = $max; |
173
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last; |
174
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} |
175
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} |
176
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return max(1, $damage); |
177
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}, |
178
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179
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# monster damages (by species, below) get routed through here |
180
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attackby => sub { |
181
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my ($ani) = @_; |
182
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goto $ani->[STASH][WEAPON][WEAP_DMG]->&*; |
183
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}, |
184
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185
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falling => sub { |
186
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my $dice = 1; |
187
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my $damage = 0; |
188
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while (1) { |
189
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my $roll = roll($dice, 4); |
190
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$damage += $roll; |
191
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last if $roll <= 2 or $dice >= 4; |
192
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$dice++; |
193
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} |
194
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return $damage; |
195
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}, |
196
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197
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# custom FUNGI damage is based on range (ideal attack pattern for |
198
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# the player is probably similar to using a rapier in Brogue) |
199
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plburn => sub { |
200
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my (undef, $range) = @_; |
201
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return coinflip() if $range > 3; |
202
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my $dice = 4 - $range; |
203
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my $damage; |
204
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do { $damage = roll($dice, 6) } until ($damage <= 18); |
205
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return $damage; |
206
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}, |
207
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# pretty sure this is only fungus friendly fire |
208
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plsplash => sub { roll(2, 8) }, |
209
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210
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# listed here for reference but get called to through 'attackby'. |
211
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GHAST, |
212
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sub { roll(3, 2) - 1 }, |
213
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HERO, |
214
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|
sub { roll(4, 3) + 2 }, |
215
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MIMIC, |
216
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sub { roll(2, 4) }, |
217
|
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STALKER, |
218
|
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|
sub { roll(4, 2) }, |
219
|
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|
TROLL, |
220
|
|
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|
sub { roll(3, 6) + 2 }, |
221
|
|
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|
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); |
222
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|
223
|
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our %Hit_Points = (FUNGI, 42, GHAST, 28, MIMIC, 24, STALKER, 36, TROLL, 48,); |
224
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225
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# NOTE these MUST be kept in sync with the W_RANGE max |
226
|
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|
our %To_Hit = ( |
227
|
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|
|
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|
|
FUNGI, [ 100, 100, 100, 50 ], |
228
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|
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|
GHAST, [ 65, 50, 35, 25, 10 ], |
229
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MIMIC, [ 10, 20, 35, 50, 50, 35, 20, 10 ], |
230
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STALKER, [ 80, 75, 70, 65, 60, 55, 50, 45, 45, 30, 25, 10 ], |
231
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|
TROLL, [ 70, 60, 50, 40, 25, 15, 5 ], |
232
|
|
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); |
233
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# W_RANGE how far the monster will shoot; W_COST is how long the weapon |
234
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# takes to recharge after a successful shot |
235
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# |
236
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# W_RANGE W_COST |
237
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our %Weap_Stats = ( |
238
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|
FUNGI, [ 4, 31 ], GHAST, [ 5, 6 ], MIMIC, [ 8, 13 ], |
239
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|
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|
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|
STALKER, [ 12, 21 ], TROLL, [ 7, 29 ], |
240
|
|
|
|
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); |
241
|
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|
242
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|
# these are "class objects"; see reify and the make_* routines |
243
|
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|
|
|
|
# GENUS SPECIES DISPLAY UPDATE (passive effects) |
244
|
|
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|
|
|
|
our %Thingy = ( |
245
|
|
|
|
|
|
|
FUNGI, [ ANIMAL, FUNGI, 'F', \&update_fungi ], |
246
|
|
|
|
|
|
|
GHAST, [ ANIMAL, GHAST, 'G', \&update_ghast ], |
247
|
|
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|
|
|
|
HERO, [ ANIMAL, HERO, '@', \&update_player ], |
248
|
|
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|
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|
|
MIMIC, [ ANIMAL, MIMIC, 'M', \&update_mimic ], |
249
|
|
|
|
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|
|
STALKER, [ ANIMAL, STALKER, 'Q', \&update_stalker ], |
250
|
|
|
|
|
|
|
TROLL, [ ANIMAL, TROLL, 'T', \&update_troll ], |
251
|
|
|
|
|
|
|
AMULET, [ VEGGIE, AMULET, "\e[1m," . TERM_NORM ], |
252
|
|
|
|
|
|
|
GEM, [ VEGGIE, GEM, '*' ], |
253
|
|
|
|
|
|
|
ACID, [ MINERAL, ACID, '~', \&passive_burn ], |
254
|
|
|
|
|
|
|
FLOOR, [ MINERAL, FLOOR, '.' ], |
255
|
|
|
|
|
|
|
GATE, [ MINERAL, GATE, '%' ], # stair, rogue 3.6 style |
256
|
|
|
|
|
|
|
HOLE, [ MINERAL, HOLE, ' ' ], # shaft |
257
|
|
|
|
|
|
|
RUBBLE, [ MINERAL, RUBBLE, '^' ], |
258
|
|
|
|
|
|
|
WALL, [ MINERAL, WALL, '#' ], |
259
|
|
|
|
|
|
|
); |
260
|
|
|
|
|
|
|
|
261
|
|
|
|
|
|
|
# NOTE these may need to be fairly short, see move_examine |
262
|
|
|
|
|
|
|
our %Descript = ( |
263
|
|
|
|
|
|
|
ACID, 'Acid pool', AMULET, AMULET_NAME, |
264
|
|
|
|
|
|
|
FLOOR, 'Floor', FUNGI, 'Plasma Tower', |
265
|
|
|
|
|
|
|
GATE, 'Gate', GEM, 'gemstone', |
266
|
|
|
|
|
|
|
GHAST, 'Gatling Gun', HERO, 'Hero', |
267
|
|
|
|
|
|
|
HOLE, 'Crevasse', MIMIC, 'Mortar', |
268
|
|
|
|
|
|
|
RUBBLE, 'bunch of rubble', STALKER, 'Quad-laser Array', |
269
|
|
|
|
|
|
|
TROLL, 'Railgun Tower', WALL, 'wall', |
270
|
|
|
|
|
|
|
); |
271
|
|
|
|
|
|
|
|
272
|
|
|
|
|
|
|
# for looking around with, see move_examine |
273
|
|
|
|
|
|
|
our %Examine_Offsets = ( |
274
|
|
|
|
|
|
|
'h' => [ -1, +0 ], |
275
|
|
|
|
|
|
|
'j' => [ +0, +1 ], |
276
|
|
|
|
|
|
|
'k' => [ +0, -1 ], |
277
|
|
|
|
|
|
|
'l' => [ +1, +0 ], |
278
|
|
|
|
|
|
|
'y' => [ -1, -1 ], |
279
|
|
|
|
|
|
|
'u' => [ +1, -1 ], |
280
|
|
|
|
|
|
|
'b' => [ -1, +1 ], |
281
|
|
|
|
|
|
|
'n' => [ +1, +1 ], |
282
|
|
|
|
|
|
|
); |
283
|
|
|
|
|
|
|
|
284
|
|
|
|
|
|
|
# these define what happens when various keys are mashed |
285
|
|
|
|
|
|
|
our %Key_Commands = ( |
286
|
|
|
|
|
|
|
'h' => move_player_maker(-1, +0, DEFAULT_COST), |
287
|
|
|
|
|
|
|
'j' => move_player_maker(+0, +1, DEFAULT_COST), |
288
|
|
|
|
|
|
|
'k' => move_player_maker(+0, -1, DEFAULT_COST), |
289
|
|
|
|
|
|
|
'l' => move_player_maker(+1, +0, DEFAULT_COST), |
290
|
|
|
|
|
|
|
'y' => move_player_maker(-1, -1, DIAG_COST), |
291
|
|
|
|
|
|
|
'u' => move_player_maker(+1, -1, DIAG_COST), |
292
|
|
|
|
|
|
|
'b' => move_player_maker(-1, +1, DIAG_COST), |
293
|
|
|
|
|
|
|
'n' => move_player_maker(+1, +1, DIAG_COST), |
294
|
|
|
|
|
|
|
' ' => \&move_nop, |
295
|
|
|
|
|
|
|
',' => \&move_pickup, |
296
|
|
|
|
|
|
|
'.' => \&move_nop, |
297
|
|
|
|
|
|
|
'<' => \&move_gate_up, |
298
|
|
|
|
|
|
|
'>' => \&move_gate_down, |
299
|
|
|
|
|
|
|
'?' => sub { help_screen(); return MOVE_FAILED, 0 }, |
300
|
|
|
|
|
|
|
'@' => \&report_position, |
301
|
|
|
|
|
|
|
'E' => \&move_equip, |
302
|
|
|
|
|
|
|
'G' => sub { hide_screen(); return MOVE_FAILED, 0 }, |
303
|
|
|
|
|
|
|
'M' => sub { show_messages(); return MOVE_FAILED, 0 }, |
304
|
|
|
|
|
|
|
'Q' => \&move_quit, |
305
|
|
|
|
|
|
|
'R' => \&move_remove, |
306
|
|
|
|
|
|
|
'd' => \&move_drop, |
307
|
|
|
|
|
|
|
'g' => \&move_pickup, |
308
|
|
|
|
|
|
|
'i' => \&manage_inventory, |
309
|
|
|
|
|
|
|
'p' => sub { pkc_clear(); return MOVE_FAILED, 0 }, |
310
|
|
|
|
|
|
|
'v' => \&report_version, |
311
|
|
|
|
|
|
|
'x' => \&move_examine, |
312
|
|
|
|
|
|
|
'~' => \&report_version, |
313
|
|
|
|
|
|
|
"\003" => sub { return MOVE_FAILED, 0, '1203' }, # |
314
|
|
|
|
|
|
|
"\011" => sub { @_ = "\011"; goto &move_examine }, # TAB |
315
|
|
|
|
|
|
|
"\014" => sub { log_dim(); refresh_board(); MOVE_FAILED, 0 }, # |
316
|
|
|
|
|
|
|
"\032" => sub { return MOVE_FAILED, 0, '1220' }, # |
317
|
|
|
|
|
|
|
"\033" => sub { return MOVE_FAILED, 0, '121B' }, |
318
|
|
|
|
|
|
|
); |
319
|
|
|
|
|
|
|
# weak effort at numpad support (not supported for running nor for leaps |
320
|
|
|
|
|
|
|
# in examine mode) |
321
|
|
|
|
|
|
|
@Key_Commands{qw/1 2 3 4 5 6 7 8 9/} = @Key_Commands{qw/b j n h . l y k u/}; |
322
|
|
|
|
|
|
|
|
323
|
|
|
|
|
|
|
# limited duration run because the raycast does not stop for unseen gems |
324
|
|
|
|
|
|
|
# or gates that the player may wish to take note of |
325
|
|
|
|
|
|
|
$Key_Commands{'H'} = move_player_runner('h', RUN_MAX); |
326
|
|
|
|
|
|
|
$Key_Commands{'J'} = move_player_runner('j', RUN_MAX); |
327
|
|
|
|
|
|
|
$Key_Commands{'K'} = move_player_runner('k', RUN_MAX); |
328
|
|
|
|
|
|
|
$Key_Commands{'L'} = move_player_runner('l', RUN_MAX); |
329
|
|
|
|
|
|
|
$Key_Commands{'Y'} = move_player_runner('y', RUN_MAX); |
330
|
|
|
|
|
|
|
$Key_Commands{'U'} = move_player_runner('u', RUN_MAX); |
331
|
|
|
|
|
|
|
$Key_Commands{'B'} = move_player_runner('b', RUN_MAX); |
332
|
|
|
|
|
|
|
$Key_Commands{'N'} = move_player_runner('n', RUN_MAX); |
333
|
|
|
|
|
|
|
|
334
|
|
|
|
|
|
|
$Key_Commands{'S'} = move_player_snooze('.'); |
335
|
|
|
|
|
|
|
|
336
|
|
|
|
|
|
|
my @Level_Features = ( |
337
|
|
|
|
|
|
|
{ ACID, 50, GATE, 2, HOLE, 200, RUBBLE, 400, WALL, 100, |
338
|
|
|
|
|
|
|
xarci => [ GHAST, GHAST, MIMIC ], |
339
|
|
|
|
|
|
|
}, |
340
|
|
|
|
|
|
|
{ ACID, 100, GATE, 2, HOLE, 100, RUBBLE, 100, WALL, 200, |
341
|
|
|
|
|
|
|
xarci => [ GHAST, GHAST, MIMIC, MIMIC, STALKER, TROLL ], |
342
|
|
|
|
|
|
|
}, |
343
|
|
|
|
|
|
|
{ ACID, 400, GATE, 2, RUBBLE, 50, WALL, 50, |
344
|
|
|
|
|
|
|
xarci => [ FUNGI, GHAST, GHAST, STALKER, TROLL, TROLL ], |
345
|
|
|
|
|
|
|
}, |
346
|
|
|
|
|
|
|
{ ACID, 100, AMULET, 1, GATE, 2, RUBBLE, 0, WALL, 300, |
347
|
|
|
|
|
|
|
xarci => [ FUNGI, GHAST, GHAST, STALKER, TROLL, TROLL ], |
348
|
|
|
|
|
|
|
}, |
349
|
|
|
|
|
|
|
{ ACID, 200, AMULET, 1, GATE, 1, RUBBLE, 200, WALL, 50, |
350
|
|
|
|
|
|
|
xarci => [ GHAST, STALKER, STALKER, TROLL, TROLL ], |
351
|
|
|
|
|
|
|
}, |
352
|
|
|
|
|
|
|
); |
353
|
|
|
|
|
|
|
|
354
|
|
|
|
|
|
|
######################################################################## |
355
|
|
|
|
|
|
|
# |
356
|
|
|
|
|
|
|
# SUBROUTINES |
357
|
|
|
|
|
|
|
|
358
|
|
|
|
|
|
|
sub abort_run { |
359
|
0
|
|
|
0
|
1
|
0
|
my ($col, $row, $dcol, $drow) = @_; |
360
|
0
|
0
|
0
|
|
|
0
|
return 1 |
|
|
|
0
|
|
|
|
|
361
|
|
|
|
|
|
|
if defined $LMap[$row][$col][VEGGIE] |
362
|
|
|
|
|
|
|
or defined $LMap[$drow][$dcol][ANIMAL] |
363
|
|
|
|
|
|
|
or $LMap[$row][$col][MINERAL][SPECIES] == GATE; |
364
|
0
|
|
|
|
|
0
|
my $dftype = $LMap[$drow][$dcol][MINERAL][SPECIES]; |
365
|
0
|
0
|
0
|
|
|
0
|
return 1 unless $dftype == FLOOR or $dftype == GATE; |
366
|
0
|
|
|
|
|
0
|
return 0; |
367
|
|
|
|
|
|
|
} |
368
|
|
|
|
|
|
|
|
369
|
|
|
|
|
|
|
sub apply_damage { |
370
|
0
|
|
|
0
|
1
|
0
|
my ($ani, $cause, @rest) = @_; |
371
|
0
|
|
|
|
|
0
|
my $damage = $Damage_From{$cause}->(@rest); |
372
|
0
|
|
|
|
|
0
|
$ani->[STASH][HITPOINTS] -= $damage; |
373
|
0
|
0
|
|
|
|
0
|
if ($ani->[STASH][HITPOINTS] <= 0) { |
374
|
0
|
0
|
|
|
|
0
|
if ($ani->[SPECIES] == HERO) { |
375
|
0
|
|
|
|
|
0
|
$ani->[DISPLAY] = '&'; # the @ got unravelled |
376
|
0
|
|
|
|
|
0
|
$ani->[UPDATE] = \&update_gameover; |
377
|
0
|
0
|
|
|
|
0
|
log_message('Shield module failure.') unless $Warned_About{shieldfail}++; |
378
|
|
|
|
|
|
|
} else { |
379
|
|
|
|
|
|
|
log_message($Descript{ $ani->[SPECIES] } |
380
|
|
|
|
|
|
|
. ' destroyed by ' |
381
|
0
|
|
|
|
|
0
|
. $Descript{ $rest[0]->[SPECIES] }); |
382
|
0
|
0
|
0
|
|
|
0
|
if ($ani->[SPECIES] == FUNGI and $ani->[LMC][MINERAL] != GATE and onein(20)) { |
|
|
|
0
|
|
|
|
|
383
|
0
|
|
|
|
|
0
|
reify($ani->[LMC], |
384
|
|
|
|
|
|
|
passive_msg_maker('Broken rainbow conduits jut up from the regolith.')); |
385
|
|
|
|
|
|
|
} |
386
|
0
|
|
|
|
|
0
|
$ani->[BLACK_SPOT] = 1; |
387
|
0
|
|
|
|
|
0
|
undef $ani->[LMC][ANIMAL]; |
388
|
|
|
|
|
|
|
} |
389
|
|
|
|
|
|
|
} else { |
390
|
|
|
|
|
|
|
log_message($Descript{ $rest[0]->[SPECIES] } |
391
|
|
|
|
|
|
|
. ' does ' |
392
|
|
|
|
|
|
|
. $damage |
393
|
|
|
|
|
|
|
. ' damage to ' |
394
|
0
|
|
|
|
|
0
|
. $Descript{ $ani->[SPECIES] }); |
395
|
|
|
|
|
|
|
} |
396
|
0
|
0
|
|
|
|
0
|
if ($ani->[SPECIES] == HERO) { |
397
|
0
|
|
|
|
|
0
|
undef $Sticky; |
398
|
0
|
|
|
|
|
0
|
print display_hitpoints(); |
399
|
|
|
|
|
|
|
} |
400
|
|
|
|
|
|
|
} |
401
|
|
|
|
|
|
|
|
402
|
|
|
|
|
|
|
# this used to pass along more information to the passive_* calls |
403
|
|
|
|
|
|
|
sub apply_passives { |
404
|
0
|
|
|
0
|
1
|
0
|
my ($ani, $duration, $isnewcell) = @_; |
405
|
0
|
|
0
|
|
|
0
|
my $fn = $ani->[LMC][MINERAL][UPDATE] // return; |
406
|
0
|
|
|
|
|
0
|
push @_, $ani->[LMC][MINERAL]; |
407
|
0
|
|
|
|
|
0
|
goto $fn->&*; |
408
|
|
|
|
|
|
|
} |
409
|
|
|
|
|
|
|
|
410
|
0
|
|
|
0
|
1
|
0
|
sub await_quit { $RKFN->({ "\033" => 1, 'q' => 1 }) } |
411
|
|
|
|
|
|
|
|
412
|
|
|
|
|
|
|
sub bad_terminal { |
413
|
0
|
0
|
|
0
|
1
|
0
|
return 0 unless -t *STDOUT; |
414
|
0
|
|
|
|
|
0
|
my ($cols, $rows) = (GetTerminalSize(*STDOUT))[ 0, 1 ]; |
415
|
0
|
0
|
0
|
|
|
0
|
!defined $cols or $cols < NEED_COLS or $rows < NEED_ROWS; |
416
|
|
|
|
|
|
|
} |
417
|
|
|
|
|
|
|
|
418
|
|
|
|
|
|
|
sub bail_out { |
419
|
0
|
|
|
0
|
1
|
0
|
restore_term(); |
420
|
0
|
|
|
|
|
0
|
print at_col(0), CLEAR_LINE; |
421
|
0
|
0
|
|
|
|
0
|
warn $_[0] if @_; |
422
|
0
|
|
|
|
|
0
|
game_over('Minos III was unexpectedly hit by a rogue planet, the end.'); |
423
|
|
|
|
|
|
|
} |
424
|
|
|
|
|
|
|
|
425
|
|
|
|
|
|
|
sub between { |
426
|
7
|
|
|
7
|
1
|
99
|
my ($min, $max, $value) = @_; |
427
|
7
|
100
|
|
|
|
29
|
if ($value < $min) { |
|
|
100
|
|
|
|
|
|
428
|
1
|
|
|
|
|
2
|
$value = $min; |
429
|
|
|
|
|
|
|
} elsif ($value > $max) { |
430
|
1
|
|
|
|
|
2
|
$value = $max; |
431
|
|
|
|
|
|
|
} |
432
|
7
|
|
|
|
|
25
|
return $value; |
433
|
|
|
|
|
|
|
} |
434
|
|
|
|
|
|
|
|
435
|
|
|
|
|
|
|
sub display_cellobjs { |
436
|
0
|
|
|
0
|
1
|
0
|
my $s = AT_CELLOBJS . '['; |
437
|
0
|
|
|
|
|
0
|
for my $i (VEGGIE, MINERAL) { |
438
|
0
|
|
|
|
|
0
|
my $obj = $Animates[HERO][LMC][$i]; |
439
|
0
|
0
|
0
|
|
|
0
|
$s .= (defined $obj and $obj->@*) ? $obj->[DISPLAY] : ' '; |
440
|
|
|
|
|
|
|
} |
441
|
0
|
|
|
|
|
0
|
return $s . ']'; |
442
|
|
|
|
|
|
|
} |
443
|
|
|
|
|
|
|
|
444
|
|
|
|
|
|
|
sub display_hitpoints { |
445
|
0
|
|
|
0
|
1
|
0
|
my $hp = $Animates[HERO][STASH][HITPOINTS]; |
446
|
0
|
0
|
|
|
|
0
|
$hp = 0 if $hp < 0; |
447
|
0
|
|
|
|
|
0
|
my $ticks = $hp >> 1; |
448
|
0
|
|
|
|
|
0
|
my $hpbar = '=' x $ticks; |
449
|
0
|
0
|
|
|
|
0
|
$hpbar .= '-' if $hp & 1; |
450
|
0
|
|
|
|
|
0
|
my $len = length $hpbar; |
451
|
0
|
0
|
|
|
|
0
|
$hpbar .= ' ' x (50 - $len) if $len < 50; |
452
|
0
|
|
|
|
|
0
|
return AT_HPBAR . "SP[\e[1m" . $hpbar . TERM_NORM . ']'; |
453
|
|
|
|
|
|
|
} |
454
|
|
|
|
|
|
|
|
455
|
|
|
|
|
|
|
sub display_shieldup { |
456
|
0
|
|
|
0
|
1
|
0
|
my $ch = ' '; |
457
|
0
|
0
|
|
|
|
0
|
if (defined $Animates[HERO][STASH][SHIELDUP]) { |
458
|
0
|
0
|
|
|
|
0
|
if ($Animates[HERO][STASH][SHIELDUP][STASH][GEM_NAME] eq AMULET_NAME) { |
459
|
0
|
|
|
|
|
0
|
$ch = $Thingy{ AMULET, }->[DISPLAY]; |
460
|
|
|
|
|
|
|
} else { |
461
|
0
|
|
|
|
|
0
|
$ch = $Thingy{ GEM, }->[DISPLAY]; |
462
|
|
|
|
|
|
|
} |
463
|
|
|
|
|
|
|
} |
464
|
0
|
|
|
|
|
0
|
AT_SHIELDUP . '[' . $ch . ']'; |
465
|
|
|
|
|
|
|
} |
466
|
|
|
|
|
|
|
|
467
|
|
|
|
|
|
|
# does a monster hit? -1 for out of range, 0 for miss, 1 for hit |
468
|
|
|
|
|
|
|
sub does_hit { |
469
|
3
|
|
|
3
|
1
|
867
|
my ($dist, $weap) = @_; |
470
|
3
|
100
|
|
|
|
10
|
if ($dist > $weap->[W_RANGE]) { |
471
|
|
|
|
|
|
|
# snooze monster for minimum time for player to be in range |
472
|
1
|
|
|
|
|
3
|
my $away = $dist - $weap->[W_RANGE]; |
473
|
1
|
|
|
|
|
8
|
return -1, DEFAULT_COST * $away; |
474
|
|
|
|
|
|
|
} |
475
|
2
|
|
|
|
|
16
|
return (irand(100) < $weap->[ W_TOHIT + $dist - 1 ]), $weap->[W_COST]; |
476
|
|
|
|
|
|
|
} |
477
|
|
|
|
|
|
|
|
478
|
|
|
|
|
|
|
sub fisher_yates_shuffle { |
479
|
4
|
|
|
4
|
1
|
2055
|
my ($array) = @_; |
480
|
4
|
|
|
|
|
8
|
my $i = @$array; |
481
|
4
|
100
|
|
|
|
14
|
return if $i < 2; |
482
|
2
|
|
|
|
|
13
|
while (--$i) { |
483
|
6
|
|
|
|
|
20
|
my $j = irand($i + 1); |
484
|
6
|
100
|
|
|
|
14
|
next if $i == $j; |
485
|
4
|
|
|
|
|
14
|
@$array[ $i, $j ] = @$array[ $j, $i ]; |
486
|
|
|
|
|
|
|
} |
487
|
|
|
|
|
|
|
} |
488
|
|
|
|
|
|
|
|
489
|
|
|
|
|
|
|
sub game_loop { |
490
|
0
|
0
|
|
0
|
1
|
0
|
game_over('Terminal must be at least ' . NEED_COLS . 'x' . NEED_ROWS) |
491
|
|
|
|
|
|
|
if bad_terminal(); |
492
|
0
|
|
|
|
|
0
|
ReadMode 'raw'; |
493
|
0
|
|
|
|
|
0
|
$SIG{$_} = \&bail_out for qw(INT HUP TERM PIPE QUIT USR1 USR2 __DIE__); |
494
|
0
|
|
|
|
|
0
|
$SIG{CONT} = \&refresh_board; |
495
|
|
|
|
|
|
|
$SIG{WINCH} = sub { |
496
|
0
|
0
|
|
0
|
|
0
|
log_message('The terminal is too small!') if bad_terminal(); |
497
|
0
|
|
|
|
|
0
|
refresh_board(); |
498
|
0
|
|
|
|
|
0
|
}; |
499
|
0
|
|
|
|
|
0
|
STDOUT->autoflush(1); |
500
|
|
|
|
|
|
|
|
501
|
0
|
|
|
|
|
0
|
init_jsf($Seed); |
502
|
0
|
|
|
|
|
0
|
init_map(); |
503
|
0
|
|
|
|
|
0
|
make_player(); |
504
|
0
|
|
|
|
|
0
|
generate_map(); |
505
|
0
|
|
|
|
|
0
|
print ALT_SCREEN, HIDE_CURSOR, HIDE_POINTER, CLEAR_SCREEN, TERM_NORM; |
506
|
0
|
|
|
|
|
0
|
show_status_bar(); |
507
|
|
|
|
|
|
|
|
508
|
0
|
|
|
|
|
0
|
GLOOP: while (1) { |
509
|
0
|
|
|
|
|
0
|
my $min_cost = min(map { $_->[ENERGY] } @Animates); |
|
0
|
|
|
|
|
0
|
|
510
|
0
|
|
|
|
|
0
|
my @movers; |
511
|
0
|
|
|
|
|
0
|
for my $ani (@Animates) { |
512
|
0
|
|
|
|
|
0
|
$ani->[ENERGY] -= $min_cost; |
513
|
0
|
0
|
|
|
|
0
|
push @movers, $ani if $ani->[ENERGY] <= CAN_MOVE; |
514
|
|
|
|
|
|
|
} |
515
|
|
|
|
|
|
|
# simultaneous move shuffle, all movers "get a go" though there |
516
|
|
|
|
|
|
|
# can be edge cases related to LOS and wall destruction and who |
517
|
|
|
|
|
|
|
# goes when |
518
|
0
|
|
|
|
|
0
|
fisher_yates_shuffle(\@movers); |
519
|
|
|
|
|
|
|
|
520
|
0
|
|
|
|
|
0
|
my $new_level = 0; |
521
|
0
|
|
|
|
|
0
|
for my $ani (@movers) { |
522
|
0
|
|
|
|
|
0
|
my ($status, $cost) = $ani->[UPDATE]->($ani); |
523
|
0
|
|
|
|
|
0
|
$ani->[ENERGY] += $ani->[STASH][ECOST] = $cost; |
524
|
0
|
0
|
0
|
|
|
0
|
$new_level = $status |
525
|
|
|
|
|
|
|
if $status == MOVE_LVLDOWN or $status == MOVE_LVLUP; |
526
|
|
|
|
|
|
|
} |
527
|
0
|
0
|
|
|
|
0
|
if ($new_level != 0) { |
528
|
0
|
|
|
|
|
0
|
$Level += $new_level; |
529
|
0
|
|
|
|
|
0
|
$Level_Max = max($Level, $Level_Max); |
530
|
0
|
0
|
|
|
|
0
|
has_won() if $Level <= 0; |
531
|
0
|
|
|
|
|
0
|
my $ammie = (generate_map())[0]; |
532
|
0
|
|
|
|
|
0
|
$Violent_Sleep_Of_Reason = 1; |
533
|
|
|
|
|
|
|
# NOTE other half of this is applied in the Bump-into-HOLE |
534
|
|
|
|
|
|
|
# logic, elsewhere. this last half happens here as the new |
535
|
|
|
|
|
|
|
# level is not yet available prior to the fall |
536
|
0
|
|
|
|
|
0
|
apply_passives($Animates[HERO], $Animates[HERO][STASH][ECOST] >> 1, 1); |
537
|
0
|
|
|
|
|
0
|
show_status_bar(); |
538
|
0
|
0
|
|
|
|
0
|
log_message('Proximal ' . AMULET_NAME . ' readings detected.') if $ammie; |
539
|
0
|
|
|
|
|
0
|
next GLOOP; |
540
|
|
|
|
|
|
|
} |
541
|
0
|
|
|
|
|
0
|
@Animates = grep { !$_->[BLACK_SPOT] } @Animates; |
|
0
|
|
|
|
|
0
|
|
542
|
|
|
|
|
|
|
} |
543
|
|
|
|
|
|
|
} |
544
|
|
|
|
|
|
|
|
545
|
|
|
|
|
|
|
sub game_over { |
546
|
0
|
|
|
0
|
1
|
0
|
my ($message) = @_; |
547
|
0
|
|
|
|
|
0
|
restore_term(); |
548
|
0
|
|
|
|
|
0
|
print at_col(0), CLEAR_LINE, $message, "\n", CLEAR_LINE; |
549
|
0
|
|
|
|
|
0
|
exit(1); |
550
|
|
|
|
|
|
|
} |
551
|
|
|
|
|
|
|
|
552
|
|
|
|
|
|
|
sub generate_map { |
553
|
5
|
|
|
5
|
1
|
4858
|
my $findex = min($Level, scalar @Level_Features) - 1; |
554
|
5
|
|
|
|
|
19
|
my $has_ammie = has_amulet(); |
555
|
|
|
|
|
|
|
|
556
|
5
|
|
|
|
|
25
|
splice @Animates, 1; |
557
|
5
|
|
|
|
|
11
|
my $herop = $Animates[HERO][LMC][WHERE]; |
558
|
5
|
|
|
|
|
15
|
my ($col, $row) = $herop->@[ PCOL, PROW ]; |
559
|
|
|
|
|
|
|
|
560
|
|
|
|
|
|
|
# reset to bare ground plus some white noise seed points |
561
|
5
|
|
|
|
|
8
|
my @seeds; |
562
|
5
|
|
|
|
|
6
|
my $left = 80; # hopefully overkill |
563
|
5
|
|
|
|
|
9
|
my $total = MAP_SIZE; |
564
|
5
|
|
|
|
|
10
|
for my $r (0 .. MAP_ROWS - 1) { |
565
|
110
|
|
|
|
|
168
|
for my $c (0 .. MAP_COLS - 1) { |
566
|
8580
|
|
|
|
|
12851
|
$LMap[$r][$c]->@[ MINERAL, VEGGIE ] = ($Thingy{ FLOOR, }, undef); |
567
|
8580
|
100
|
100
|
|
|
14392
|
unless ($r == $row and $c == $col) { |
568
|
8575
|
|
|
|
|
10721
|
undef $LMap[$r][$c]->@[ANIMAL]; |
569
|
8575
|
100
|
|
|
|
14752
|
if (irand($total) < $left) { |
570
|
400
|
|
|
|
|
684
|
push @seeds, [ $c, $r ]; |
571
|
400
|
|
|
|
|
494
|
$left--; |
572
|
|
|
|
|
|
|
} |
573
|
|
|
|
|
|
|
} |
574
|
8580
|
|
|
|
|
10698
|
$total--; |
575
|
|
|
|
|
|
|
} |
576
|
|
|
|
|
|
|
} |
577
|
|
|
|
|
|
|
|
578
|
5
|
|
|
|
|
11
|
my %floored; # have we put some custom floor here? |
579
|
|
|
|
|
|
|
|
580
|
|
|
|
|
|
|
# brown noise for these features to make them clump together-ish |
581
|
5
|
|
|
|
|
16
|
for my $floor (RUBBLE, ACID, HOLE, WALL) { |
582
|
20
|
|
100
|
|
|
62
|
my $want = $Level_Features[$findex]{$floor} // 0; |
583
|
|
|
|
|
|
|
# ... and a few more than called for, for variety |
584
|
20
|
100
|
|
|
|
51
|
$want += irand(2 + ($want >> 1)) if $want > 0; |
585
|
20
|
|
|
|
|
40
|
while ($want > 0) { |
586
|
90
|
|
|
|
|
288
|
my $goal = max($want, min(20, int($want / 10))); |
587
|
90
|
|
|
|
|
201
|
my $seed = extract(\@seeds); |
588
|
90
|
|
|
|
|
473
|
$want -= place_floortype( |
589
|
|
|
|
|
|
|
$seed->@[ PCOL, PROW ], |
590
|
|
|
|
|
|
|
$floor, $goal, 60, |
591
|
|
|
|
|
|
|
[ [ -1, 0 ], [ -1, 1 ], [ 0, -1 ], [ 0, 1 ], [ 1, -1 ], [ 1, 0 ], |
592
|
|
|
|
|
|
|
[ 1, 1 ], [ -2, 0 ], [ -2, 2 ], [ 0, -2 ], [ 0, 2 ], [ 2, -2 ], |
593
|
|
|
|
|
|
|
[ 2, 0 ], [ 2, 2 ], [ 3, 0 ], |
594
|
|
|
|
|
|
|
], |
595
|
|
|
|
|
|
|
\%floored |
596
|
|
|
|
|
|
|
); |
597
|
|
|
|
|
|
|
} |
598
|
20
|
50
|
|
|
|
60
|
bail_out("Conditions on Minos III proved too harsh.") unless @seeds; |
599
|
|
|
|
|
|
|
} |
600
|
|
|
|
|
|
|
|
601
|
|
|
|
|
|
|
# points that have gems or gates; these MUST be pathable and may |
602
|
|
|
|
|
|
|
# have monsters lurking near them |
603
|
5
|
|
|
|
|
11
|
my @goodp; |
604
|
|
|
|
|
|
|
|
605
|
5
|
|
|
|
|
17
|
for (1 .. $Level_Features[$findex]{ GATE, }) { |
606
|
9
|
|
|
|
|
25
|
my $point = extract(\@seeds); |
607
|
9
|
|
|
|
|
19
|
($col, $row) = $point->@[ PCOL, PROW ]; |
608
|
9
|
|
|
|
|
17
|
push @goodp, $point; |
609
|
9
|
|
|
|
|
17
|
$LMap[$row][$col][MINERAL] = $Thingy{ GATE, }; |
610
|
9
|
50
|
|
|
|
23
|
bail_out("Conditions on Minos III proved too harsh.") unless @seeds; |
611
|
|
|
|
|
|
|
} |
612
|
|
|
|
|
|
|
|
613
|
5
|
|
|
|
|
8
|
my $put_ammie = 0; |
614
|
5
|
100
|
66
|
|
|
21
|
if (exists $Level_Features[$findex]{ AMULET, } and !$has_ammie) { |
615
|
2
|
|
|
|
|
9
|
my $gem = (make_amulet())[0]; |
616
|
2
|
|
|
|
|
6
|
my $point = extract(\@seeds); |
617
|
2
|
|
|
|
|
6
|
($col, $row) = $point->@[ PCOL, PROW ]; |
618
|
2
|
|
|
|
|
5
|
push @goodp, $point; |
619
|
2
|
|
|
|
|
5
|
$LMap[$row][$col][VEGGIE] = $gem; |
620
|
2
|
|
|
|
|
2
|
$put_ammie = 1; |
621
|
|
|
|
|
|
|
} |
622
|
|
|
|
|
|
|
|
623
|
|
|
|
|
|
|
# gems no longer generate during the climb out |
624
|
5
|
|
|
|
|
8
|
my $gmax = 200; |
625
|
5
|
|
|
|
|
16
|
my $GGV = 0; |
626
|
5
|
|
|
|
|
10
|
my $gcount = 0; |
627
|
5
|
|
|
|
|
14
|
while (!$has_ammie) { |
628
|
16
|
|
|
|
|
36
|
my ($gem, $value, $bonus) = make_gem(); |
629
|
16
|
|
|
|
|
33
|
my $point = extract(\@seeds); |
630
|
16
|
|
|
|
|
31
|
($col, $row) = $point->@[ PCOL, PROW ]; |
631
|
16
|
|
|
|
|
20
|
push @goodp, $point; |
632
|
16
|
|
|
|
|
30
|
$LMap[$row][$col][VEGGIE] = $gem; |
633
|
|
|
|
|
|
|
# influences max score and how much shield repair is possible |
634
|
16
|
|
|
|
|
20
|
$GGV += $value; |
635
|
16
|
|
|
|
|
16
|
$gmax += $bonus; |
636
|
16
|
|
|
|
|
22
|
$gcount++; |
637
|
16
|
100
|
|
|
|
75
|
last if $GGV > $gmax; |
638
|
|
|
|
|
|
|
} |
639
|
|
|
|
|
|
|
|
640
|
|
|
|
|
|
|
# ensure that the good points (gems, gates) and the hero are all |
641
|
|
|
|
|
|
|
# connected. this may provide some hints on the final level due to |
642
|
|
|
|
|
|
|
# the lack of rubble |
643
|
5
|
|
|
|
|
14
|
($col, $row) = extract(\@seeds)->@[ PCOL, PROW ]; |
644
|
5
|
50
|
|
|
|
22
|
$LMap[$row][$col][MINERAL] = $Thingy{ onein(100) ? RUBBLE : FLOOR }; |
645
|
5
|
50
|
|
|
|
17
|
if (onein(4)) { |
646
|
0
|
|
|
|
|
0
|
reify($LMap[$row][$col], |
647
|
|
|
|
|
|
|
passive_msg_maker("Something was written here, but you can't make it out.", 1)); |
648
|
|
|
|
|
|
|
} |
649
|
5
|
|
|
|
|
21
|
pathable($col, $row, $herop, @goodp); |
650
|
|
|
|
|
|
|
|
651
|
|
|
|
|
|
|
# and now an assortment of monsters |
652
|
5
|
|
|
|
|
33
|
for (1 .. $Level + roll(3, 3) + $has_ammie * 4) { |
653
|
47
|
50
|
|
|
|
72
|
my $energy = $has_ammie ? CAN_MOVE : DEFAULT_COST; |
654
|
47
|
|
|
|
|
100
|
place_monster($Level_Features[$findex]{xarci}, $energy, \@seeds); |
655
|
|
|
|
|
|
|
} |
656
|
|
|
|
|
|
|
|
657
|
|
|
|
|
|
|
# fungi camping -- fungi are not useful in the normal rotation as |
658
|
|
|
|
|
|
|
# it's too easy to simply ignore them. so sometimes they camp a good |
659
|
|
|
|
|
|
|
# spot. and since players are pretty good pattern detectors, allow |
660
|
|
|
|
|
|
|
# other monster types to camp spots as well |
661
|
5
|
|
|
|
|
43
|
my @campers = (FUNGI, FUNGI, FUNGI, FUNGI, TROLL, TROLL, STALKER, GHAST); |
662
|
5
|
|
|
|
|
10
|
my $camping = 0; |
663
|
5
|
50
|
|
|
|
36
|
my $codds = ($has_ammie ? 31 : 0) + int exp $Level; |
664
|
5
|
|
|
|
|
12
|
for my $gp (@goodp) { |
665
|
27
|
100
|
|
|
|
66
|
next if irand(100) > $codds; |
666
|
|
|
|
|
|
|
# MUST check here that we're not clobbering some other Animate |
667
|
9
|
|
|
|
|
16
|
my @free; |
668
|
9
|
50
|
|
|
|
40
|
push @free, ($gp) x 7 |
669
|
|
|
|
|
|
|
unless defined $LMap[ $gp->[PROW] ][ $gp->[PCOL] ][ANIMAL]; |
670
|
|
|
|
|
|
|
with_adjacent( |
671
|
|
|
|
|
|
|
$gp->@[ PCOL, PROW ], |
672
|
|
|
|
|
|
|
sub { |
673
|
69
|
|
|
69
|
|
100
|
my ($adj) = @_; |
674
|
69
|
50
|
|
|
|
167
|
push @free, $adj unless defined $LMap[ $adj->[PROW] ][ $adj->[PCOL] ][ANIMAL]; |
675
|
|
|
|
|
|
|
} |
676
|
9
|
|
|
|
|
54
|
); |
677
|
9
|
50
|
|
|
|
47
|
place_monster(\@campers, DEFAULT_COST, \@free) if @free; |
678
|
9
|
|
|
|
|
25
|
$camping++; |
679
|
|
|
|
|
|
|
} |
680
|
|
|
|
|
|
|
|
681
|
|
|
|
|
|
|
# be nice and put a gem close (but not too close) to the player when |
682
|
|
|
|
|
|
|
# they start the game |
683
|
5
|
100
|
66
|
|
|
22
|
if ($Level == 1 and !$has_ammie) { |
684
|
1
|
|
|
|
|
6
|
my $mindist = 2 + roll(3, 2); |
685
|
1
|
|
|
|
|
3
|
my $gem = (make_gem())[0]; |
686
|
|
|
|
|
|
|
my $point = min_by sub { |
687
|
45
|
|
|
45
|
|
234
|
my $d = |
688
|
|
|
|
|
|
|
distance($Animates[HERO][LMC][WHERE]->@[ PCOL, PROW ], $_->@[ PCOL, PROW ]); |
689
|
45
|
100
|
|
|
|
103
|
$d < $mindist ? ~0 : $d; |
690
|
1
|
|
|
|
|
19
|
}, @seeds; |
691
|
|
|
|
|
|
|
# ... and that they can actually get to said gem |
692
|
1
|
|
|
|
|
13
|
($col, $row) = $point->@[ PCOL, PROW ]; |
693
|
1
|
|
|
|
|
2
|
$LMap[$row][$col][VEGGIE] = $gem; |
694
|
1
|
50
|
|
|
|
6
|
$LMap[$row][$col][MINERAL] = $Thingy{ onein(10) ? RUBBLE : FLOOR }; |
695
|
1
|
|
|
|
|
4
|
pathable($col, $row, $herop); |
696
|
|
|
|
|
|
|
} |
697
|
|
|
|
|
|
|
|
698
|
5
|
|
|
|
|
320
|
return $put_ammie, $gcount, $GGV, scalar(@seeds), $camping; |
699
|
|
|
|
|
|
|
} |
700
|
|
|
|
|
|
|
|
701
|
|
|
|
|
|
|
sub getkey { |
702
|
0
|
|
|
0
|
1
|
0
|
my ($expect) = @_; |
703
|
0
|
|
|
|
|
0
|
my $key; |
704
|
0
|
|
|
|
|
0
|
while (1) { |
705
|
0
|
|
|
|
|
0
|
$key = ReadKey(0); |
706
|
0
|
0
|
|
|
|
0
|
last if exists $expect->{$key}; |
707
|
|
|
|
|
|
|
} |
708
|
0
|
0
|
|
|
|
0
|
print $Save_FH $key if defined $Save_FH; |
709
|
0
|
|
|
|
|
0
|
return $key; |
710
|
|
|
|
|
|
|
} |
711
|
|
|
|
|
|
|
|
712
|
|
|
|
|
|
|
sub has_amulet { |
713
|
3
|
|
|
3
|
1
|
12
|
for my $item ($Animates[HERO][STASH][LOOT]->@*) { |
714
|
1
|
50
|
|
|
|
7
|
return 1 if $item->[SPECIES] == AMULET; |
715
|
|
|
|
|
|
|
} |
716
|
|
|
|
|
|
|
# also must check shield regen slot; could set a flag but then they |
717
|
|
|
|
|
|
|
# could drop the damn thing or burn it up in the shield module argh |
718
|
|
|
|
|
|
|
# so complicated |
719
|
2
|
100
|
66
|
|
|
16
|
return 1 |
720
|
|
|
|
|
|
|
if defined $Animates[HERO][STASH][SHIELDUP] |
721
|
|
|
|
|
|
|
and $Animates[HERO][STASH][SHIELDUP][STASH][GEM_NAME] eq AMULET_NAME; |
722
|
1
|
|
|
|
|
4
|
return 0; |
723
|
|
|
|
|
|
|
} |
724
|
|
|
|
|
|
|
|
725
|
|
|
|
|
|
|
sub has_lost { |
726
|
0
|
|
|
0
|
1
|
0
|
restore_term(); |
727
|
0
|
|
|
|
|
0
|
my $score = score(0); |
728
|
0
|
|
|
|
|
0
|
print CLEAR_SCREEN, "Alas, victory was not to be yours.\n\n$score\n"; |
729
|
0
|
|
|
|
|
0
|
exit(1); |
730
|
|
|
|
|
|
|
} |
731
|
|
|
|
|
|
|
|
732
|
|
|
|
|
|
|
sub has_won { |
733
|
0
|
|
|
0
|
1
|
0
|
restore_term(); |
734
|
0
|
|
|
|
|
0
|
my $score = score(1); |
735
|
|
|
|
|
|
|
# some of this is borrowed from rogue 3.6.3 |
736
|
0
|
|
|
|
|
0
|
print CLEAR_SCREEN, <<"WIN_SCREEN"; |
737
|
|
|
|
|
|
|
|
738
|
|
|
|
|
|
|
@ @ @ @ @ @@@ @ @ |
739
|
|
|
|
|
|
|
@ @ @@ @@ @ @ @ @ |
740
|
|
|
|
|
|
|
@ @ @@@ @ @ @ @ @ @@@ @@@@ @@@ @ @@@ @ |
741
|
|
|
|
|
|
|
@@@@ @ @ @ @ @ @ @ @ @ @ @ @ @ @ |
742
|
|
|
|
|
|
|
@ @ @ @ @ @ @ @@@@ @ @ @@@@@ @ @ @ |
743
|
|
|
|
|
|
|
@ @ @ @ @ @@ @ @ @ @ @ @ @ @ @ @ |
744
|
|
|
|
|
|
|
@@@ @@@ @@ @ @ @ @@@@ @@@@ @@@ @@@ @@ @ |
745
|
|
|
|
|
|
|
|
746
|
|
|
|
|
|
|
Congratulations. Victory is yours. |
747
|
|
|
|
|
|
|
|
748
|
|
|
|
|
|
|
$score |
749
|
|
|
|
|
|
|
WIN_SCREEN |
750
|
0
|
|
|
|
|
0
|
exit(0); |
751
|
|
|
|
|
|
|
} |
752
|
|
|
|
|
|
|
|
753
|
|
|
|
|
|
|
sub help_screen { |
754
|
0
|
|
|
0
|
1
|
0
|
print CLEAR_SCREEN, at(1, 1), <<'HELP_SCREEN', "\n:", SHOW_CURSOR; |
755
|
|
|
|
|
|
|
Xomb Commands Reference Manual |
756
|
|
|
|
|
|
|
|
757
|
|
|
|
|
|
|
y k u Motion is traditional to rogue(6) as shown in the |
758
|
|
|
|
|
|
|
\ | / compass to the left. Other commands, of which some |
759
|
|
|
|
|
|
|
h - @ - l take time to complete, include: |
760
|
|
|
|
|
|
|
/ | \ |
761
|
|
|
|
|
|
|
b j n . - wait a turn x - examine board |
762
|
|
|
|
|
|
|
g , - pick up item i - show inventory |
763
|
|
|
|
|
|
|
M - show messages < > - activate gate E - equip a gem |
764
|
|
|
|
|
|
|
p - clear PKC code C-l - redraw screen R - remove a gem |
765
|
|
|
|
|
|
|
? - show help v - show version d - drop a gem |
766
|
|
|
|
|
|
|
@ - show location Q - quit the game TAB - examine monster |
767
|
|
|
|
|
|
|
S - snooze until healed HJKLYUBN run in that direction |
768
|
|
|
|
|
|
|
|
769
|
|
|
|
|
|
|
Esc or q will exit from sub-displays such as this one. Prompts |
770
|
|
|
|
|
|
|
must be answered with Y to carry out the action; N or n or Esc |
771
|
|
|
|
|
|
|
will reject the action. Map symbols include: |
772
|
|
|
|
|
|
|
|
773
|
|
|
|
|
|
|
@ you % gate * gemstone . empty cell |
774
|
|
|
|
|
|
|
# wall ~ acid ^ rubble crevasse |
775
|
|
|
|
|
|
|
|
776
|
|
|
|
|
|
|
Consult xomb(1) or `perldoc xomb` for additional documentation. |
777
|
|
|
|
|
|
|
HELP_SCREEN |
778
|
0
|
|
|
|
|
0
|
await_quit(); |
779
|
0
|
|
|
|
|
0
|
print HIDE_CURSOR; |
780
|
0
|
|
|
|
|
0
|
log_dim(); |
781
|
0
|
|
|
|
|
0
|
refresh_board(); |
782
|
|
|
|
|
|
|
} |
783
|
|
|
|
|
|
|
|
784
|
|
|
|
|
|
|
sub hide_screen { |
785
|
0
|
|
|
0
|
0
|
0
|
print CLEAR_SCREEN, at(1, 2), <<"BOSS_SCREEN", "\n:", SHOW_CURSOR; |
786
|
|
|
|
|
|
|
LS(1) BSD General Commands Manual LS(1) |
787
|
|
|
|
|
|
|
|
788
|
|
|
|
|
|
|
\e[1mNAME\e[m |
789
|
|
|
|
|
|
|
\e[1mls\e[m -- list directory contents |
790
|
|
|
|
|
|
|
|
791
|
|
|
|
|
|
|
SYNOPSIS |
792
|
|
|
|
|
|
|
\e[1mls\e[m [-\e[1mABCFGHLOPRSTUW\@abcdefghiklmnopqrstuwx1\e[m] [\e[4mfile\e[m \e[4m...\e[m] |
793
|
|
|
|
|
|
|
|
794
|
|
|
|
|
|
|
\e[1mDESCRIPTION\e[m |
795
|
|
|
|
|
|
|
For each operand that names a \e[4mfile\e[m of a type other than directory, ls |
796
|
|
|
|
|
|
|
displays its name as well as any requested, associated information. For |
797
|
|
|
|
|
|
|
each operand that names a \e[4mfile\e[m of type directory, \e[1mls\e[m displays the names |
798
|
|
|
|
|
|
|
of files contained within that directory, as well as any requested, asso- |
799
|
|
|
|
|
|
|
ciated information. |
800
|
|
|
|
|
|
|
|
801
|
|
|
|
|
|
|
If no operands are given, the contents of the current directory are dis- |
802
|
|
|
|
|
|
|
played. If more than one operand is given, non-directory operands are |
803
|
|
|
|
|
|
|
displayed first; directory and non-directory operands are sorted sepa- |
804
|
|
|
|
|
|
|
rately and in lexicographical order. |
805
|
|
|
|
|
|
|
|
806
|
|
|
|
|
|
|
The following options are available: |
807
|
|
|
|
|
|
|
BOSS_SCREEN |
808
|
0
|
|
|
|
|
0
|
await_quit(); |
809
|
0
|
|
|
|
|
0
|
print HIDE_CURSOR; |
810
|
0
|
|
|
|
|
0
|
log_dim(); |
811
|
0
|
|
|
|
|
0
|
refresh_board(); |
812
|
|
|
|
|
|
|
} |
813
|
|
|
|
|
|
|
|
814
|
|
|
|
|
|
|
sub init_map { |
815
|
1
|
|
|
1
|
1
|
936
|
for my $r (0 .. MAP_ROWS - 1) { |
816
|
22
|
|
|
|
|
38
|
for my $c (0 .. MAP_COLS - 1) { |
817
|
1716
|
|
|
|
|
2803
|
my $point = [ $c, $r ]; |
818
|
1716
|
|
|
|
|
3250
|
push $LMap[$r]->@*, [$point]; # setup WHERE |
819
|
|
|
|
|
|
|
} |
820
|
|
|
|
|
|
|
} |
821
|
|
|
|
|
|
|
} |
822
|
|
|
|
|
|
|
|
823
|
|
|
|
|
|
|
{ |
824
|
|
|
|
|
|
|
my $lc = 1; |
825
|
|
|
|
|
|
|
my @log = ('Welcome to Xomb.'); |
826
|
|
|
|
|
|
|
|
827
|
0
|
0
|
|
0
|
1
|
0
|
sub log_dim { return if $lc == 2; $lc = $lc == 0 ? 2 : 0 } |
|
0
|
0
|
|
|
|
0
|
|
828
|
|
|
|
|
|
|
|
829
|
|
|
|
|
|
|
sub log_message { |
830
|
0
|
|
|
0
|
1
|
0
|
my ($message) = @_; |
831
|
0
|
|
|
|
|
0
|
while (@log >= MSG_MAX) { shift @log } |
|
0
|
|
|
|
|
0
|
|
832
|
0
|
|
|
|
|
0
|
push @log, $message; |
833
|
0
|
|
|
|
|
0
|
$lc = 1; |
834
|
0
|
|
|
|
|
0
|
show_top_message(); |
835
|
|
|
|
|
|
|
} |
836
|
|
|
|
|
|
|
|
837
|
|
|
|
|
|
|
sub show_messages { |
838
|
0
|
|
|
0
|
1
|
0
|
my $s = SHOW_CURSOR; |
839
|
0
|
|
|
|
|
0
|
while (my ($i, $message) = each @log) { |
840
|
0
|
|
|
|
|
0
|
$s .= at_row(MSG_ROW + $i) . CLEAR_RIGHT . $message; |
841
|
|
|
|
|
|
|
} |
842
|
0
|
|
|
|
|
0
|
print $s, at_row(MSG_ROW + @log), CLEAR_RIGHT, "-- press Esc to continue --"; |
843
|
0
|
|
|
|
|
0
|
await_quit(); |
844
|
0
|
|
|
|
|
0
|
print HIDE_CURSOR; |
845
|
0
|
|
|
|
|
0
|
log_dim(); |
846
|
0
|
|
|
|
|
0
|
refresh_board(); |
847
|
|
|
|
|
|
|
} |
848
|
|
|
|
|
|
|
|
849
|
|
|
|
|
|
|
sub show_top_message { |
850
|
0
|
|
|
0
|
1
|
0
|
print AT_MSG_ROW, CLEAR_RIGHT, "\e[", $lc, 'm', $log[-1], TERM_NORM; |
851
|
|
|
|
|
|
|
} |
852
|
|
|
|
|
|
|
} |
853
|
|
|
|
|
|
|
|
854
|
|
|
|
|
|
|
sub loot_value { |
855
|
4
|
|
|
4
|
1
|
602
|
my $value = 0; |
856
|
4
|
|
|
|
|
12
|
for my $item ($Animates[HERO][STASH][LOOT]->@*) { |
857
|
|
|
|
|
|
|
# AMULET considered as gem as they might have burned it up a bit |
858
|
3
|
|
|
|
|
7
|
$value += $item->[STASH][GEM_VALUE]; |
859
|
|
|
|
|
|
|
} |
860
|
|
|
|
|
|
|
# they probably won't need to charge their shield after the game |
861
|
|
|
|
|
|
|
# is over? |
862
|
4
|
100
|
|
|
|
11
|
$value += $Animates[HERO][STASH][SHIELDUP][STASH][GEM_VALUE] |
863
|
|
|
|
|
|
|
if defined $Animates[HERO][STASH][SHIELDUP]; |
864
|
4
|
|
|
|
|
16
|
return $value; |
865
|
|
|
|
|
|
|
} |
866
|
|
|
|
|
|
|
|
867
|
|
|
|
|
|
|
# expensive gem (vegetable) that speciated |
868
|
|
|
|
|
|
|
sub make_amulet { |
869
|
3
|
|
|
3
|
1
|
6
|
my $gem; |
870
|
3
|
|
|
|
|
17
|
$gem->@[ GENUS, SPECIES, DISPLAY ] = $Thingy{ AMULET, }->@*; |
871
|
3
|
|
|
|
|
12
|
$gem->[STASH]->@[ GEM_NAME, GEM_VALUE, GEM_REGEN ] = |
872
|
|
|
|
|
|
|
(AMULET_NAME, AMULET_VALUE, AMULET_REGEN); |
873
|
3
|
|
|
|
|
9
|
return $gem, AMULET_VALUE; |
874
|
|
|
|
|
|
|
} |
875
|
|
|
|
|
|
|
|
876
|
|
|
|
|
|
|
sub make_gem { |
877
|
18
|
|
|
18
|
1
|
26
|
my ($name, $value, $regen); |
878
|
|
|
|
|
|
|
# lower regen is better and thus more rare. higher value makes for a |
879
|
|
|
|
|
|
|
# higher score, or more shield that can be repaired |
880
|
18
|
100
|
|
|
|
74
|
if (onein(100)) { |
|
|
50
|
|
|
|
|
|
881
|
1
|
|
|
|
|
2
|
$name = "Bloodstone"; |
882
|
1
|
|
|
|
|
4
|
$value = 90 + roll(2, 10); |
883
|
1
|
|
|
|
|
1
|
$regen = 3; |
884
|
|
|
|
|
|
|
} elsif (onein(20)) { |
885
|
0
|
|
|
|
|
0
|
$name = "Sunstone"; |
886
|
0
|
|
|
|
|
0
|
$value = 60 + roll(2, 10); |
887
|
0
|
|
|
|
|
0
|
$regen = 4; |
888
|
|
|
|
|
|
|
} else { |
889
|
17
|
|
|
|
|
30
|
$name = "Moonstone"; |
890
|
17
|
|
|
|
|
39
|
$value = 40 + roll(2, 10); |
891
|
17
|
|
|
|
|
23
|
$regen = 4; |
892
|
|
|
|
|
|
|
} |
893
|
|
|
|
|
|
|
# flavor text makes things better |
894
|
18
|
|
|
|
|
25
|
my $bonus = 0; |
895
|
18
|
50
|
|
|
|
60
|
if (onein(1000)) { |
|
|
100
|
|
|
|
|
|
896
|
0
|
|
|
|
|
0
|
$name = 'Pearl ' . $name; |
897
|
0
|
|
|
|
|
0
|
$value += 90 + roll(2, 10); |
898
|
0
|
|
|
|
|
0
|
$regen = 2; |
899
|
0
|
|
|
|
|
0
|
$bonus = 100; |
900
|
|
|
|
|
|
|
} elsif (onein(3)) { |
901
|
6
|
|
|
|
|
20
|
my @adj = qw/Imperial Mystic Rose Smoky Warped/; |
902
|
6
|
|
|
|
|
38
|
$name = pick(\@adj) . ' ' . $name; |
903
|
6
|
|
|
|
|
18
|
$value += 40 + roll(2, 10); |
904
|
6
|
|
|
|
|
20
|
$bonus = irand(30); |
905
|
|
|
|
|
|
|
} |
906
|
18
|
|
|
|
|
21
|
my $gem; |
907
|
18
|
|
|
|
|
59
|
$gem->@[ GENUS, SPECIES, DISPLAY ] = $Thingy{ GEM, }->@*; |
908
|
18
|
|
|
|
|
68
|
$gem->[STASH]->@[ GEM_NAME, GEM_VALUE, GEM_REGEN ] = |
909
|
|
|
|
|
|
|
($name, $value, $regen); |
910
|
18
|
|
|
|
|
59
|
return $gem, $value, $bonus; |
911
|
|
|
|
|
|
|
} |
912
|
|
|
|
|
|
|
|
913
|
|
|
|
|
|
|
sub make_monster { |
914
|
56
|
|
|
56
|
1
|
128
|
my (%params) = @_; |
915
|
56
|
|
|
|
|
66
|
my $monst; |
916
|
|
|
|
|
|
|
$monst->@[ GENUS, SPECIES, DISPLAY, UPDATE, ENERGY ] = |
917
|
56
|
|
|
|
|
197
|
($Thingy{ $params{species} }->@*, $params{energy}); |
918
|
|
|
|
|
|
|
$monst->[STASH]->@[ HITPOINTS, ECOST ] = |
919
|
56
|
|
|
|
|
121
|
($Hit_Points{ $params{species} }, CAN_MOVE); |
920
|
|
|
|
|
|
|
$monst->[STASH][WEAPON]->@[ WEAP_DMG, W_RANGE, W_COST ] = |
921
|
56
|
|
|
|
|
140
|
($Damage_From{ $params{species} }, $Weap_Stats{ $params{species} }->@*,); |
922
|
56
|
|
|
|
|
174
|
push $monst->[STASH][WEAPON]->@*, $To_Hit{ $params{species} }->@*; |
923
|
56
|
|
|
|
|
131
|
return $monst; |
924
|
|
|
|
|
|
|
} |
925
|
|
|
|
|
|
|
|
926
|
|
|
|
|
|
|
sub make_player { |
927
|
3
|
|
|
3
|
1
|
5872
|
my $hero; |
928
|
|
|
|
|
|
|
|
929
|
|
|
|
|
|
|
$hero->@[ GENUS, SPECIES, DISPLAY, UPDATE, ENERGY ] = |
930
|
3
|
|
|
|
|
27
|
($Thingy{ HERO, }->@*, CAN_MOVE,); |
931
|
3
|
|
|
|
|
14
|
$hero->[STASH]->@[ HITPOINTS, ECOST, LOOT ] = (START_HP, CAN_MOVE, []); |
932
|
|
|
|
|
|
|
|
933
|
|
|
|
|
|
|
# bascially a bulldozer, unlike the other weapons |
934
|
3
|
|
|
|
|
10
|
$hero->[STASH][WEAPON][WEAP_DMG] = $Damage_From{ HERO, }; |
935
|
|
|
|
|
|
|
|
936
|
3
|
|
|
|
|
13
|
my $col = irand(MAP_COLS); |
937
|
3
|
|
|
|
|
9
|
my $row = irand(MAP_ROWS); |
938
|
3
|
|
|
|
|
9
|
$LMap[$row][$col][ANIMAL] = $hero; |
939
|
3
|
|
|
|
|
9
|
$hero->[LMC] = $LMap[$row][$col]; |
940
|
|
|
|
|
|
|
|
941
|
3
|
|
|
|
|
7
|
$Animates[HERO] = $hero; |
942
|
|
|
|
|
|
|
|
943
|
3
|
|
|
|
|
10
|
return $col, $row; |
944
|
|
|
|
|
|
|
} |
945
|
|
|
|
|
|
|
|
946
|
|
|
|
|
|
|
sub manage_inventory { |
947
|
0
|
|
|
0
|
1
|
0
|
my ($command, $message) = @_; |
948
|
0
|
|
|
|
|
0
|
print SHOW_CURSOR; |
949
|
0
|
|
|
|
|
0
|
my $loot = $Animates[HERO][STASH][LOOT]; |
950
|
0
|
|
|
|
|
0
|
my $offset; |
951
|
0
|
|
|
|
|
0
|
my $s = ''; |
952
|
0
|
|
|
|
|
0
|
my $has_loot = 0; |
953
|
0
|
0
|
|
|
|
0
|
if ($loot->@*) { |
954
|
0
|
|
|
|
|
0
|
$has_loot = 1; |
955
|
0
|
|
|
|
|
0
|
my $label = 'A'; |
956
|
0
|
|
|
|
|
0
|
while (my ($i, $item) = each $loot->@*) { |
957
|
0
|
|
|
|
|
0
|
$s .= |
958
|
|
|
|
|
|
|
at_row(MSG_ROW + $i) |
959
|
|
|
|
|
|
|
. CLEAR_RIGHT |
960
|
|
|
|
|
|
|
. $label++ . ') ' |
961
|
|
|
|
|
|
|
. $item->[DISPLAY] . ' ' |
962
|
|
|
|
|
|
|
. veggie_name($item); |
963
|
|
|
|
|
|
|
} |
964
|
0
|
|
|
|
|
0
|
$offset = $loot->@*; |
965
|
|
|
|
|
|
|
} else { |
966
|
0
|
|
|
|
|
0
|
$s .= AT_MSG_ROW . CLEAR_RIGHT . "Inventory is empty."; |
967
|
0
|
|
|
|
|
0
|
$offset = 1; |
968
|
|
|
|
|
|
|
} |
969
|
0
|
|
|
|
|
0
|
$s .= at_row(MSG_ROW + $offset) . CLEAR_RIGHT . '-- '; |
970
|
0
|
0
|
|
|
|
0
|
if ($message) { |
971
|
0
|
|
|
|
|
0
|
$s .= $message; |
972
|
|
|
|
|
|
|
} else { |
973
|
0
|
|
|
|
|
0
|
$s .= 'press Esc to continue'; |
974
|
0
|
0
|
|
|
|
0
|
$s .= ' or (d)rop, (E)quip' if $has_loot; |
975
|
|
|
|
|
|
|
} |
976
|
0
|
|
|
|
|
0
|
print $s, ' --'; |
977
|
|
|
|
|
|
|
|
978
|
0
|
|
|
|
|
0
|
my %choices = ("\033" => 1, 'q' => 1); |
979
|
0
|
|
|
|
|
0
|
CMD: while (1) { |
980
|
0
|
|
0
|
|
|
0
|
my $key = $command // $RKFN->({ "\033" => 1, 'q' => 1, 'd' => 1, 'E' => 1 }); |
981
|
0
|
0
|
0
|
|
|
0
|
last if $key eq "\033" or $key eq 'q'; |
982
|
0
|
|
|
|
|
0
|
undef $command; |
983
|
0
|
0
|
|
|
|
0
|
next unless $has_loot; |
984
|
0
|
0
|
|
|
|
0
|
if ($key eq 'd') { |
|
|
0
|
|
|
|
|
|
985
|
0
|
0
|
|
|
|
0
|
if (!defined $message) { |
986
|
0
|
|
|
|
|
0
|
print at_row(MSG_ROW + $offset), CLEAR_RIGHT, |
987
|
|
|
|
|
|
|
"-- drop item L)able or Esc to exit --"; |
988
|
|
|
|
|
|
|
} |
989
|
0
|
0
|
|
|
|
0
|
if (defined $Animates[HERO][LMC][VEGGIE]) { |
990
|
0
|
|
|
|
|
0
|
pkc_log_code('0104'); |
991
|
0
|
|
|
|
|
0
|
last CMD; |
992
|
|
|
|
|
|
|
} |
993
|
0
|
|
|
|
|
0
|
while (1) { |
994
|
0
|
|
|
|
|
0
|
@choices{ map { chr 65 + $_ } 0 .. $loot->$#* } = (); |
|
0
|
|
|
|
|
0
|
|
995
|
0
|
|
|
|
|
0
|
my $drop = $RKFN->(\%choices); |
996
|
0
|
0
|
0
|
|
|
0
|
last CMD if $drop eq "\033" or $drop eq 'q'; |
997
|
0
|
|
|
|
|
0
|
my $i = ord($drop) - 65; |
998
|
0
|
0
|
|
|
|
0
|
if ($i < $loot->@*) { |
999
|
0
|
|
|
|
|
0
|
$Animates[HERO][LMC][VEGGIE] = splice $loot->@*, $i, 1; |
1000
|
0
|
|
|
|
|
0
|
print display_cellobjs(); |
1001
|
0
|
|
|
|
|
0
|
last CMD; |
1002
|
|
|
|
|
|
|
} |
1003
|
|
|
|
|
|
|
} |
1004
|
|
|
|
|
|
|
} elsif ($key eq 'E') { |
1005
|
0
|
0
|
|
|
|
0
|
if (!defined $message) { |
1006
|
0
|
|
|
|
|
0
|
print at_row(MSG_ROW + $offset), CLEAR_RIGHT, |
1007
|
|
|
|
|
|
|
"-- Equip item L)able or Esc to exit --"; |
1008
|
|
|
|
|
|
|
} |
1009
|
0
|
|
|
|
|
0
|
while (1) { |
1010
|
0
|
|
|
|
|
0
|
@choices{ map { chr 65 + $_ } 0 .. $loot->$#* } = (); |
|
0
|
|
|
|
|
0
|
|
1011
|
0
|
|
|
|
|
0
|
my $use = $RKFN->(\%choices); |
1012
|
0
|
0
|
0
|
|
|
0
|
last CMD if $use eq "\033" or $use eq 'q'; |
1013
|
0
|
|
|
|
|
0
|
my $i = ord($use) - 65; |
1014
|
0
|
0
|
|
|
|
0
|
if ($i < $loot->@*) { |
1015
|
0
|
0
|
|
|
|
0
|
use_item($loot, $i, $Animates[HERO][STASH]) and print display_shieldup(); |
1016
|
0
|
|
|
|
|
0
|
last CMD; |
1017
|
|
|
|
|
|
|
} |
1018
|
|
|
|
|
|
|
} |
1019
|
|
|
|
|
|
|
} |
1020
|
|
|
|
|
|
|
} |
1021
|
0
|
|
|
|
|
0
|
print HIDE_CURSOR; |
1022
|
0
|
|
|
|
|
0
|
log_dim(); |
1023
|
0
|
|
|
|
|
0
|
refresh_board(); |
1024
|
0
|
|
|
|
|
0
|
return MOVE_FAILED, 0; |
1025
|
|
|
|
|
|
|
} |
1026
|
|
|
|
|
|
|
|
1027
|
|
|
|
|
|
|
# only the player can move in this game so this is not as generic as it |
1028
|
|
|
|
|
|
|
# should be |
1029
|
|
|
|
|
|
|
sub move_animate { |
1030
|
0
|
|
|
0
|
1
|
0
|
my ($ani, $cols, $rows, $cost) = @_; |
1031
|
0
|
|
|
|
|
0
|
my $lmc = $ani->[LMC]; |
1032
|
0
|
|
|
|
|
0
|
my $dcol = $lmc->[WHERE][PCOL] + $cols; |
1033
|
0
|
|
|
|
|
0
|
my $drow = $lmc->[WHERE][PROW] + $rows; |
1034
|
0
|
0
|
0
|
|
|
0
|
if ( $dcol < 0 |
|
|
|
0
|
|
|
|
|
|
|
|
0
|
|
|
|
|
1035
|
|
|
|
|
|
|
or $dcol >= MAP_COLS |
1036
|
|
|
|
|
|
|
or $drow < 0 |
1037
|
|
|
|
|
|
|
or $drow >= MAP_ROWS) { |
1038
|
0
|
|
|
|
|
0
|
undef $Sticky; |
1039
|
0
|
|
|
|
|
0
|
return MOVE_FAILED, 0, '0001'; |
1040
|
|
|
|
|
|
|
} |
1041
|
0
|
0
|
|
|
|
0
|
if (defined $Sticky) { |
1042
|
0
|
0
|
0
|
|
|
0
|
if (@Visible_Monst or abort_run($lmc->[WHERE]->@[ PCOL, PROW ], $dcol, $drow)) { |
1043
|
0
|
|
|
|
|
0
|
undef $Sticky; |
1044
|
0
|
|
|
|
|
0
|
return MOVE_FAILED, 0, '0065'; |
1045
|
|
|
|
|
|
|
} |
1046
|
|
|
|
|
|
|
} |
1047
|
|
|
|
|
|
|
# Bump combat, as is traditional |
1048
|
0
|
|
|
|
|
0
|
my $target = $LMap[$drow][$dcol][ANIMAL]; |
1049
|
0
|
0
|
|
|
|
0
|
if (defined $target) { |
1050
|
0
|
0
|
|
|
|
0
|
if (irand(100) < 90) { |
1051
|
0
|
|
|
|
|
0
|
apply_damage($target, 'attackby', $ani); |
1052
|
|
|
|
|
|
|
} else { |
1053
|
0
|
|
|
|
|
0
|
pkc_log_code('0302'); |
1054
|
|
|
|
|
|
|
} |
1055
|
0
|
0
|
|
|
|
0
|
$cost += rubble_delay($ani, $cost) if $lmc->[MINERAL][SPECIES] == RUBBLE; |
1056
|
0
|
|
|
|
|
0
|
apply_passives($ani, $cost, 0); |
1057
|
0
|
|
|
|
|
0
|
return MOVE_OKAY, $cost; |
1058
|
|
|
|
|
|
|
} |
1059
|
0
|
|
|
|
|
0
|
$target = $LMap[$drow][$dcol][MINERAL]; |
1060
|
0
|
0
|
|
|
|
0
|
return MOVE_FAILED, 0, '0002' if $target->[SPECIES] == WALL; |
1061
|
|
|
|
|
|
|
# NOTE the rubble delay is applied *before* they can move out of |
1062
|
|
|
|
|
|
|
# that acid pond that they are in: |
1063
|
|
|
|
|
|
|
# "Yes, we really hate players, damn their guts." |
1064
|
|
|
|
|
|
|
# -- Dungeon Crawl Stone Soup, cloud.cc |
1065
|
0
|
0
|
|
|
|
0
|
$cost += rubble_delay($ani, $cost) if $target->[SPECIES] == RUBBLE; |
1066
|
0
|
0
|
|
|
|
0
|
if ($target->[SPECIES] == HOLE) { |
1067
|
0
|
0
|
|
|
|
0
|
return MOVE_FAILED, 0 |
1068
|
|
|
|
|
|
|
if nope_regarding('Falling may cause damage', undef, |
1069
|
|
|
|
|
|
|
'You decide against it.'); |
1070
|
0
|
|
|
|
|
0
|
apply_passives($ani, $cost >> 1, 0); |
1071
|
0
|
|
|
|
|
0
|
log_message('You plunge down into the crevasse.'); |
1072
|
0
|
|
|
|
|
0
|
relocate($ani, $dcol, $drow); |
1073
|
0
|
|
|
|
|
0
|
pkc_log_code('0099'); |
1074
|
|
|
|
|
|
|
# KLUGE fake the source of damage as from the floor |
1075
|
0
|
|
|
|
|
0
|
my $src; |
1076
|
0
|
|
|
|
|
0
|
$src->[SPECIES] = FLOOR; |
1077
|
0
|
|
|
|
|
0
|
apply_damage($ani, 'falling', $src); |
1078
|
0
|
|
|
|
|
0
|
return MOVE_LVLDOWN, $cost; |
1079
|
|
|
|
|
|
|
} else { |
1080
|
0
|
|
|
|
|
0
|
apply_passives($ani, $cost >> 1, 0); |
1081
|
0
|
|
|
|
|
0
|
relocate($ani, $dcol, $drow); |
1082
|
0
|
|
|
|
|
0
|
apply_passives($ani, $cost >> 1, 1); |
1083
|
0
|
|
|
|
|
0
|
return MOVE_OKAY, $cost; |
1084
|
|
|
|
|
|
|
} |
1085
|
|
|
|
|
|
|
} |
1086
|
|
|
|
|
|
|
|
1087
|
|
|
|
|
|
|
sub move_drop { |
1088
|
0
|
0
|
|
0
|
1
|
0
|
return MOVE_FAILED, 0, '0104' |
1089
|
|
|
|
|
|
|
if defined $Animates[HERO][LMC][VEGGIE]; |
1090
|
0
|
0
|
|
|
|
0
|
return MOVE_FAILED, 0, '0112' |
1091
|
|
|
|
|
|
|
unless $Animates[HERO][STASH][LOOT]->@*; |
1092
|
0
|
|
|
|
|
0
|
@_ = ('d', 'drop item L)abel or Esc to exit'); |
1093
|
0
|
|
|
|
|
0
|
goto &manage_inventory; |
1094
|
|
|
|
|
|
|
} |
1095
|
|
|
|
|
|
|
|
1096
|
|
|
|
|
|
|
sub move_equip { |
1097
|
0
|
0
|
|
0
|
1
|
0
|
return MOVE_FAILED, 0, '0112' |
1098
|
|
|
|
|
|
|
unless $Animates[HERO][STASH][LOOT]->@*; |
1099
|
0
|
|
|
|
|
0
|
@_ = ('E', 'Equip item L)abel or Esc to exit'); |
1100
|
0
|
|
|
|
|
0
|
goto &manage_inventory; |
1101
|
|
|
|
|
|
|
} |
1102
|
|
|
|
|
|
|
|
1103
|
|
|
|
|
|
|
sub move_examine { |
1104
|
0
|
|
|
0
|
1
|
0
|
my ($command) = @_; |
1105
|
0
|
|
|
|
|
0
|
my ($col, $row) = $Animates[HERO][LMC][WHERE]->@[ PCOL, PROW ]; |
1106
|
0
|
|
|
|
|
0
|
my ($pcol, $prow) = ($col, $row); |
1107
|
0
|
|
|
|
|
0
|
print AT_MSG_ROW, CLEAR_RIGHT, SHOW_CURSOR, |
1108
|
|
|
|
|
|
|
"-- move cursor, SHIFT moves faster. TAB for monsters. Esc to exit --"; |
1109
|
0
|
|
|
|
|
0
|
my $monst = 0; |
1110
|
0
|
|
|
|
|
0
|
while (1) { |
1111
|
0
|
|
|
|
|
0
|
my $loc = $col . ',' . $row; |
1112
|
0
|
|
|
|
|
0
|
my $s = '[' . $loc . '] '; |
1113
|
0
|
0
|
|
|
|
0
|
if (exists $Visible_Cell{$loc}) { |
1114
|
0
|
|
|
|
|
0
|
for my $i (ANIMAL, VEGGIE) { |
1115
|
0
|
|
|
|
|
0
|
my $x = $LMap[$row][$col][$i]; |
1116
|
0
|
0
|
|
|
|
0
|
$s .= $x->[DISPLAY] . ' ' . $Descript{ $x->[SPECIES] } . ' ' |
1117
|
|
|
|
|
|
|
if defined $x; |
1118
|
|
|
|
|
|
|
} |
1119
|
0
|
|
|
|
|
0
|
my $g = $LMap[$row][$col][MINERAL]; |
1120
|
0
|
0
|
|
|
|
0
|
if (defined $g) { |
1121
|
0
|
0
|
|
|
|
0
|
if ($g->[SPECIES] == HOLE) { |
1122
|
0
|
|
|
|
|
0
|
$s .= $Descript{ $g->[SPECIES] }; |
1123
|
|
|
|
|
|
|
} else { |
1124
|
0
|
|
|
|
|
0
|
$s .= $g->[DISPLAY] . ' ' . $Descript{ $g->[SPECIES] }; |
1125
|
|
|
|
|
|
|
} |
1126
|
|
|
|
|
|
|
} |
1127
|
|
|
|
|
|
|
} else { |
1128
|
0
|
|
|
|
|
0
|
$s .= '-- negative return on FOV scanner query --'; |
1129
|
|
|
|
|
|
|
} |
1130
|
0
|
|
|
|
|
0
|
print at_row(STATUS_ROW), CLEAR_RIGHT, $s, at(map { MAP_DOFF + $_ } $col, $row); |
|
0
|
|
|
|
|
0
|
|
1131
|
|
|
|
|
|
|
# this would need to be a bit more complicated to support numpad |
1132
|
0
|
|
0
|
|
|
0
|
my $key = $command // $RKFN->( |
1133
|
|
|
|
|
|
|
{ "\033" => 1, |
1134
|
|
|
|
|
|
|
'q' => 1, |
1135
|
|
|
|
|
|
|
"\011" => 1, |
1136
|
|
|
|
|
|
|
'h' => 1, |
1137
|
|
|
|
|
|
|
'j' => 1, |
1138
|
|
|
|
|
|
|
'k' => 1, |
1139
|
|
|
|
|
|
|
'l' => 1, |
1140
|
|
|
|
|
|
|
'y' => 1, |
1141
|
|
|
|
|
|
|
'u' => 1, |
1142
|
|
|
|
|
|
|
'b' => 1, |
1143
|
|
|
|
|
|
|
'n' => 1, |
1144
|
|
|
|
|
|
|
'H' => 1, |
1145
|
|
|
|
|
|
|
'J' => 1, |
1146
|
|
|
|
|
|
|
'K' => 1, |
1147
|
|
|
|
|
|
|
'L' => 1, |
1148
|
|
|
|
|
|
|
'Y' => 1, |
1149
|
|
|
|
|
|
|
'U' => 1, |
1150
|
|
|
|
|
|
|
'B' => 1, |
1151
|
|
|
|
|
|
|
'N' => 1, |
1152
|
|
|
|
|
|
|
} |
1153
|
|
|
|
|
|
|
); |
1154
|
0
|
0
|
0
|
|
|
0
|
last if $key eq "\033" or $key eq 'q'; |
1155
|
0
|
|
|
|
|
0
|
undef $command; |
1156
|
0
|
0
|
|
|
|
0
|
if ($key eq "\011") { |
1157
|
0
|
|
|
|
|
0
|
($col, $row) = $Visible_Monst[ $monst++ ]->@[ PCOL, PROW ]; |
1158
|
0
|
|
|
|
|
0
|
$monst %= @Visible_Monst; |
1159
|
|
|
|
|
|
|
} else { |
1160
|
0
|
|
|
|
|
0
|
my $distance = 1; |
1161
|
0
|
0
|
|
|
|
0
|
if (ord $key < 97) { # SHIFT moves faster |
1162
|
0
|
|
|
|
|
0
|
$key = lc $key; |
1163
|
0
|
|
|
|
|
0
|
$distance = RUN_MAX; |
1164
|
|
|
|
|
|
|
} |
1165
|
0
|
|
|
|
|
0
|
my $dir = $Examine_Offsets{$key}; |
1166
|
0
|
|
|
|
|
0
|
$col = between(0, MAP_COLS - 1, $col + $dir->[PCOL] * $distance); |
1167
|
0
|
|
|
|
|
0
|
$row = between(0, MAP_ROWS - 1, $row + $dir->[PROW] * $distance); |
1168
|
|
|
|
|
|
|
} |
1169
|
|
|
|
|
|
|
} |
1170
|
0
|
|
|
|
|
0
|
print HIDE_CURSOR, at_row(STATUS_ROW), CLEAR_RIGHT; |
1171
|
0
|
|
|
|
|
0
|
log_dim(); |
1172
|
0
|
|
|
|
|
0
|
show_top_message(); |
1173
|
0
|
|
|
|
|
0
|
show_status_bar(); |
1174
|
0
|
0
|
|
|
|
0
|
return MOVE_FAILED, 0, onein(5000) ? '1202' : (); |
1175
|
|
|
|
|
|
|
} |
1176
|
|
|
|
|
|
|
|
1177
|
|
|
|
|
|
|
sub move_gate_down { |
1178
|
0
|
0
|
|
0
|
1
|
0
|
return MOVE_FAILED, 0, '0004' |
1179
|
|
|
|
|
|
|
if $Animates[HERO][LMC][MINERAL][SPECIES] != GATE; |
1180
|
0
|
0
|
|
|
|
0
|
if ($Level > @Level_Features) { |
1181
|
0
|
|
|
|
|
0
|
log_message('The gate appears to be inactive.'); |
1182
|
0
|
|
|
|
|
0
|
return MOVE_FAILED, 0, '0014'; |
1183
|
|
|
|
|
|
|
} |
1184
|
0
|
|
|
|
|
0
|
log_message('Gate activated.'); |
1185
|
0
|
|
|
|
|
0
|
$Violent_Sleep_Of_Reason = 1; |
1186
|
0
|
|
|
|
|
0
|
return MOVE_LVLDOWN, NLVL_COST; |
1187
|
|
|
|
|
|
|
} |
1188
|
|
|
|
|
|
|
|
1189
|
|
|
|
|
|
|
sub move_gate_up { |
1190
|
0
|
0
|
|
0
|
1
|
0
|
return MOVE_FAILED, 0, '0004' |
1191
|
|
|
|
|
|
|
if $Animates[HERO][LMC][MINERAL][SPECIES] != GATE; |
1192
|
0
|
0
|
|
|
|
0
|
unless (has_amulet()) { |
1193
|
0
|
|
|
|
|
0
|
log_message('You need the ' . AMULET_NAME . ' to ascend.'); |
1194
|
0
|
|
|
|
|
0
|
return MOVE_FAILED, 0, '0010'; |
1195
|
|
|
|
|
|
|
} |
1196
|
0
|
|
|
|
|
0
|
log_message('Gate activated.'); |
1197
|
0
|
|
|
|
|
0
|
$Violent_Sleep_Of_Reason = 1; |
1198
|
0
|
|
|
|
|
0
|
return MOVE_LVLUP, NLVL_COST; |
1199
|
|
|
|
|
|
|
} |
1200
|
|
|
|
|
|
|
|
1201
|
|
|
|
|
|
|
sub move_nop { |
1202
|
0
|
0
|
0
|
0
|
1
|
0
|
if (defined $Sticky |
|
|
|
0
|
|
|
|
|
1203
|
|
|
|
|
|
|
and (@Visible_Monst or $Animates[HERO][LMC][MINERAL][SPECIES] == ACID)) { |
1204
|
0
|
|
|
|
|
0
|
undef $Sticky; |
1205
|
0
|
|
|
|
|
0
|
return MOVE_FAILED, 0; |
1206
|
|
|
|
|
|
|
} |
1207
|
0
|
|
|
|
|
0
|
apply_passives($Animates[HERO], DEFAULT_COST, 0); |
1208
|
|
|
|
|
|
|
# NOTE constant amount of time even if they idle in rubble |
1209
|
0
|
|
|
|
|
0
|
return MOVE_OKAY, DEFAULT_COST; |
1210
|
|
|
|
|
|
|
} |
1211
|
|
|
|
|
|
|
|
1212
|
|
|
|
|
|
|
sub move_pickup { |
1213
|
0
|
|
|
0
|
1
|
0
|
my $lmc = $Animates[HERO][LMC]; |
1214
|
0
|
0
|
|
|
|
0
|
return MOVE_FAILED, 0, '0101' unless defined $lmc->[VEGGIE]; |
1215
|
0
|
|
|
|
|
0
|
my $loot = $Animates[HERO][STASH][LOOT]; |
1216
|
0
|
0
|
|
|
|
0
|
return MOVE_FAILED, 0, '0102' if $loot->@* >= LOOT_MAX; |
1217
|
0
|
|
|
|
|
0
|
my $cost = DEFAULT_COST; |
1218
|
0
|
0
|
|
|
|
0
|
$cost += rubble_delay($Animates[HERO], $cost) |
1219
|
|
|
|
|
|
|
if $lmc->[MINERAL][SPECIES] == RUBBLE; |
1220
|
0
|
0
|
|
|
|
0
|
if ($lmc->[VEGGIE][SPECIES] == AMULET) { |
1221
|
0
|
|
|
|
|
0
|
log_message('Obtained ' . AMULET_NAME . '! Ascend to win!'); |
1222
|
0
|
|
|
|
|
0
|
$Violent_Sleep_Of_Reason = 1; |
1223
|
|
|
|
|
|
|
} else { |
1224
|
0
|
|
|
|
|
0
|
log_message('Obtained ' . veggie_name($lmc->[VEGGIE])); |
1225
|
|
|
|
|
|
|
} |
1226
|
0
|
|
|
|
|
0
|
push $loot->@*, $lmc->[VEGGIE]; |
1227
|
0
|
|
|
|
|
0
|
print display_cellobjs(); |
1228
|
0
|
|
|
|
|
0
|
$lmc->[VEGGIE] = undef; |
1229
|
0
|
|
|
|
|
0
|
return MOVE_OKAY, $cost; |
1230
|
|
|
|
|
|
|
} |
1231
|
|
|
|
|
|
|
|
1232
|
|
|
|
|
|
|
sub move_player_maker { |
1233
|
48
|
|
|
48
|
1
|
92
|
my ($cols, $rows, $mvcost) = @_; |
1234
|
|
|
|
|
|
|
sub { |
1235
|
0
|
|
|
0
|
|
0
|
my @ret = move_animate($Animates[HERO], $cols, $rows, $mvcost); |
1236
|
0
|
|
|
|
|
0
|
print display_cellobjs(); |
1237
|
0
|
|
|
|
|
0
|
return @ret; |
1238
|
|
|
|
|
|
|
} |
1239
|
48
|
|
|
|
|
468
|
} |
1240
|
|
|
|
|
|
|
|
1241
|
|
|
|
|
|
|
sub move_player_runner { |
1242
|
48
|
|
|
48
|
1
|
86
|
my ($key, $count) = @_; |
1243
|
|
|
|
|
|
|
sub { |
1244
|
0
|
|
|
0
|
|
0
|
$Sticky = $key; |
1245
|
0
|
|
|
|
|
0
|
$Sticky_Max = $count; |
1246
|
0
|
|
|
|
|
0
|
goto $Key_Commands{$key}->&*; |
1247
|
|
|
|
|
|
|
} |
1248
|
48
|
|
|
|
|
204
|
} |
1249
|
|
|
|
|
|
|
|
1250
|
|
|
|
|
|
|
sub move_player_snooze { |
1251
|
6
|
|
|
6
|
1
|
13
|
my ($key) = @_; |
1252
|
|
|
|
|
|
|
sub { |
1253
|
|
|
|
|
|
|
# no long snooze unless something to charge from |
1254
|
0
|
0
|
|
0
|
|
0
|
return MOVE_FAILED, 0, '0063' unless defined $Animates[HERO][STASH][SHIELDUP]; |
1255
|
0
|
|
|
|
|
0
|
$Sticky = $key; |
1256
|
0
|
|
|
|
|
0
|
$Sticky_Max = START_HP * 5; |
1257
|
0
|
|
|
|
|
0
|
goto $Key_Commands{$key}->&*; |
1258
|
|
|
|
|
|
|
} |
1259
|
6
|
|
|
|
|
127
|
} |
1260
|
|
|
|
|
|
|
|
1261
|
|
|
|
|
|
|
sub move_quit { |
1262
|
0
|
0
|
|
0
|
1
|
0
|
return MOVE_FAILED, 0 |
1263
|
|
|
|
|
|
|
if nope_regarding('Really quit game?', undef, 'You decide against it.'); |
1264
|
0
|
|
|
|
|
0
|
has_lost(); |
1265
|
|
|
|
|
|
|
} |
1266
|
|
|
|
|
|
|
|
1267
|
|
|
|
|
|
|
sub move_remove { |
1268
|
0
|
0
|
|
0
|
1
|
0
|
return MOVE_FAILED, 0, '0113' |
1269
|
|
|
|
|
|
|
unless defined $Animates[HERO][STASH][SHIELDUP]; |
1270
|
0
|
|
|
|
|
0
|
my $loot = $Animates[HERO][STASH][LOOT]; |
1271
|
0
|
0
|
|
|
|
0
|
return MOVE_FAILED, 0, '0102' if $loot->@* >= LOOT_MAX; |
1272
|
0
|
|
|
|
|
0
|
push $loot->@*, $Animates[HERO][STASH][SHIELDUP]; |
1273
|
0
|
|
|
|
|
0
|
undef $Animates[HERO][STASH][SHIELDUP]; |
1274
|
0
|
|
|
|
|
0
|
print display_shieldup(); |
1275
|
0
|
|
|
|
|
0
|
return MOVE_FAILED, 0; |
1276
|
|
|
|
|
|
|
} |
1277
|
|
|
|
|
|
|
|
1278
|
|
|
|
|
|
|
sub nope_regarding { |
1279
|
0
|
|
|
0
|
1
|
0
|
my ($message, $yes, $no) = @_; |
1280
|
0
|
|
|
|
|
0
|
print AT_MSG_ROW, CLEAR_RIGHT, '/!\ ', $message, ' (Y/N)'; |
1281
|
0
|
|
|
|
|
0
|
my $key = $RKFN->({ 'Y' => 1, 'N' => 1, 'n' => 1, "\033" => 1 }); |
1282
|
0
|
|
|
|
|
0
|
my $ret; |
1283
|
0
|
0
|
|
|
|
0
|
if ($key eq 'Y') { |
1284
|
0
|
0
|
|
|
|
0
|
log_message($yes) if defined $yes; |
1285
|
0
|
|
|
|
|
0
|
$ret = 0; |
1286
|
|
|
|
|
|
|
} else { |
1287
|
0
|
0
|
|
|
|
0
|
log_message($no) if defined $no; |
1288
|
0
|
|
|
|
|
0
|
$ret = 1; |
1289
|
|
|
|
|
|
|
} |
1290
|
0
|
|
|
|
|
0
|
return $ret; |
1291
|
|
|
|
|
|
|
} |
1292
|
|
|
|
|
|
|
|
1293
|
|
|
|
|
|
|
# only to the hero; map generation must place rubble/floor under monsters |
1294
|
|
|
|
|
|
|
sub passive_burn { |
1295
|
0
|
|
|
0
|
1
|
0
|
my ($ani, $duration, $isnewcell, $obj) = @_; |
1296
|
0
|
|
|
|
|
0
|
pkc_log_code('007E'); |
1297
|
|
|
|
|
|
|
log_message('Acid intrusion reported by shield module.') |
1298
|
0
|
0
|
|
|
|
0
|
unless $Warned_About{acidburn}++; |
1299
|
0
|
|
|
|
|
0
|
apply_damage($ani, 'acidburn', $obj, $duration); |
1300
|
|
|
|
|
|
|
} |
1301
|
|
|
|
|
|
|
|
1302
|
|
|
|
|
|
|
sub passive_msg_maker { |
1303
|
0
|
|
|
0
|
1
|
0
|
my ($message, $oneshot) = @_; |
1304
|
|
|
|
|
|
|
sub { |
1305
|
0
|
|
|
0
|
|
0
|
my ($ani, $duration, $isnewcell, $obj) = @_; |
1306
|
0
|
0
|
|
|
|
0
|
if ($isnewcell) { |
1307
|
0
|
|
|
|
|
0
|
log_message($message); |
1308
|
0
|
0
|
|
|
|
0
|
undef $obj->[UPDATE] if $oneshot; |
1309
|
|
|
|
|
|
|
} |
1310
|
|
|
|
|
|
|
} |
1311
|
0
|
|
|
|
|
0
|
} |
1312
|
|
|
|
|
|
|
|
1313
|
|
|
|
|
|
|
sub pathable { |
1314
|
6
|
|
|
6
|
1
|
17
|
my ($col, $row, @rest) = @_; |
1315
|
6
|
|
|
|
|
13
|
for my $point (@rest) { |
1316
|
|
|
|
|
|
|
linecb( |
1317
|
|
|
|
|
|
|
sub { |
1318
|
1004
|
|
|
1004
|
|
1500
|
my ($c, $r) = @_; |
1319
|
1004
|
|
|
|
|
1386
|
my $cell = $LMap[$r][$c][MINERAL]; |
1320
|
1004
|
100
|
100
|
|
|
4229
|
if ( $cell->[SPECIES] == WALL |
|
|
|
100
|
|
|
|
|
|
|
|
100
|
|
|
|
|
1321
|
|
|
|
|
|
|
or $cell->[SPECIES] == HOLE |
1322
|
|
|
|
|
|
|
or ($cell->[SPECIES] == ACID and onein(4))) { |
1323
|
155
|
100
|
|
|
|
518
|
$LMap[$r][$c][MINERAL] = $Thingy{ onein(7) ? RUBBLE : FLOOR }; |
1324
|
|
|
|
|
|
|
} |
1325
|
|
|
|
|
|
|
}, |
1326
|
33
|
|
|
|
|
178
|
$col, |
1327
|
|
|
|
|
|
|
$row, |
1328
|
|
|
|
|
|
|
$point->@[ PCOL, PROW ] |
1329
|
|
|
|
|
|
|
); |
1330
|
|
|
|
|
|
|
} |
1331
|
|
|
|
|
|
|
} |
1332
|
|
|
|
|
|
|
|
1333
|
|
|
|
|
|
|
# the PKC display unit - mostly useless error reporting (see xomb(1)) |
1334
|
0
|
|
|
0
|
1
|
0
|
sub pkc_clear { print AT_PKC_CODE, CLEAR_RIGHT } |
1335
|
0
|
|
|
0
|
1
|
0
|
sub pkc_log_code { print AT_PKC_CODE, $_[0] } |
1336
|
|
|
|
|
|
|
|
1337
|
|
|
|
|
|
|
sub place_floortype { |
1338
|
90
|
|
|
90
|
1
|
192
|
my ($col, $row, $species, $count, $odds, $offsets, $used) = @_; |
1339
|
90
|
|
|
|
|
129
|
my $placed = 0; |
1340
|
90
|
|
|
|
|
163
|
while ($count-- > 0) { |
1341
|
7821
|
|
|
|
|
13360
|
my ($ncol, $nrow) = pick($offsets)->@[ PCOL, PROW ]; |
1342
|
7821
|
|
|
|
|
9035
|
$ncol += $col; |
1343
|
7821
|
|
|
|
|
8637
|
$nrow += $row; |
1344
|
|
|
|
|
|
|
next |
1345
|
7821
|
100
|
100
|
|
|
33040
|
if $ncol < 0 |
|
|
|
100
|
|
|
|
|
|
|
|
100
|
|
|
|
|
1346
|
|
|
|
|
|
|
or $ncol >= MAP_COLS |
1347
|
|
|
|
|
|
|
or $nrow < 0 |
1348
|
|
|
|
|
|
|
or $nrow >= MAP_ROWS; |
1349
|
6478
|
|
|
|
|
9474
|
my $loc = $ncol . ',' . $nrow; |
1350
|
|
|
|
|
|
|
# slightly different pattern for rubble: ignore the "have we put |
1351
|
|
|
|
|
|
|
# something there" check |
1352
|
6478
|
100
|
|
|
|
9595
|
if ($species != RUBBLE) { |
1353
|
5548
|
100
|
|
|
|
12819
|
next if $used->{$loc}++; |
1354
|
|
|
|
|
|
|
} |
1355
|
3254
|
|
|
|
|
5167
|
$LMap[$nrow][$ncol][MINERAL] = $Thingy{$species}; |
1356
|
3254
|
|
|
|
|
3625
|
$placed++; |
1357
|
|
|
|
|
|
|
# focus on a new starting point, sometimes |
1358
|
3254
|
100
|
|
|
|
6805
|
if (irand(100) < $odds) { ($col, $row) = ($ncol, $nrow) } |
|
1958
|
|
|
|
|
4063
|
|
1359
|
|
|
|
|
|
|
} |
1360
|
90
|
|
|
|
|
438
|
return $placed; |
1361
|
|
|
|
|
|
|
} |
1362
|
|
|
|
|
|
|
|
1363
|
|
|
|
|
|
|
sub place_monster { |
1364
|
56
|
|
|
56
|
1
|
89
|
my ($species, $energy, $seeds) = @_; |
1365
|
|
|
|
|
|
|
|
1366
|
56
|
|
|
|
|
104
|
my $point = extract($seeds); |
1367
|
56
|
|
|
|
|
95
|
my ($col, $row) = $point->@[ PCOL, PROW ]; |
1368
|
|
|
|
|
|
|
|
1369
|
56
|
|
|
|
|
116
|
my $monst = make_monster( |
1370
|
|
|
|
|
|
|
species => pick($species), |
1371
|
|
|
|
|
|
|
energy => $energy, |
1372
|
|
|
|
|
|
|
); |
1373
|
|
|
|
|
|
|
|
1374
|
56
|
100
|
|
|
|
199
|
$LMap[$row][$col][MINERAL] = $Thingy{ onein(10) ? RUBBLE : FLOOR } |
|
|
50
|
|
|
|
|
|
1375
|
|
|
|
|
|
|
unless $LMap[$row][$col][MINERAL][SPECIES] == GATE; |
1376
|
|
|
|
|
|
|
|
1377
|
56
|
|
|
|
|
87
|
$LMap[$row][$col][ANIMAL] = $monst; |
1378
|
56
|
|
|
|
|
76
|
$monst->[LMC] = $LMap[$row][$col]; |
1379
|
|
|
|
|
|
|
|
1380
|
56
|
|
|
|
|
76
|
push @Animates, $monst; |
1381
|
|
|
|
|
|
|
|
1382
|
56
|
|
|
|
|
102
|
return $point; |
1383
|
|
|
|
|
|
|
} |
1384
|
|
|
|
|
|
|
|
1385
|
|
|
|
|
|
|
sub plasma_annihilator { |
1386
|
0
|
|
|
0
|
1
|
0
|
my ($self, $seen, $spread, $depth, $max) = @_; |
1387
|
|
|
|
|
|
|
|
1388
|
0
|
0
|
0
|
|
|
0
|
return if $depth >= $max or !$spread->@*; |
1389
|
|
|
|
|
|
|
|
1390
|
0
|
|
|
|
|
0
|
my ($col, $row) = pick($spread)->@[ PCOL, PROW ]; |
1391
|
0
|
|
|
|
|
0
|
my $loc = $col . ',' . $row; |
1392
|
0
|
|
|
|
|
0
|
$seen->{$loc} = 1; |
1393
|
|
|
|
|
|
|
|
1394
|
0
|
|
|
|
|
0
|
my $lmc = $LMap[$row][$col]; |
1395
|
0
|
0
|
|
|
|
0
|
if (defined $lmc->[ANIMAL]) { |
|
|
0
|
|
|
|
|
|
1396
|
0
|
0
|
|
|
|
0
|
apply_damage($lmc->[ANIMAL], 'plsplash', $self) if coinflip(); |
1397
|
|
|
|
|
|
|
} elsif ($lmc->[MINERAL][SPECIES] == WALL) { |
1398
|
0
|
0
|
|
|
|
0
|
reduce($lmc) if onein(40); |
1399
|
0
|
|
|
|
|
0
|
return; |
1400
|
|
|
|
|
|
|
} |
1401
|
0
|
0
|
|
|
|
0
|
if (exists $Visible_Cell{$loc}) { |
1402
|
0
|
|
|
|
|
0
|
print at(map { MAP_DOFF + $_ } $col, $row), |
1403
|
0
|
0
|
|
|
|
0
|
onein(1000) ? $Thingy{ AMULET, }->[DISPLAY] : 'x'; |
1404
|
|
|
|
|
|
|
} |
1405
|
|
|
|
|
|
|
|
1406
|
|
|
|
|
|
|
with_adjacent( |
1407
|
|
|
|
|
|
|
$col, $row, |
1408
|
|
|
|
|
|
|
sub { |
1409
|
0
|
|
|
0
|
|
0
|
my ($point) = @_; |
1410
|
0
|
|
|
|
|
0
|
my $adj = join ',', $point->@[ PCOL, PROW ]; |
1411
|
0
|
0
|
0
|
|
|
0
|
return if $seen->{$adj} or !exists $Visible_Cell{$loc}; |
1412
|
0
|
|
|
|
|
0
|
push $spread->@*, $point; |
1413
|
0
|
|
|
|
|
0
|
@_ = ($self, $seen, $spread, $depth + 1, $max); |
1414
|
0
|
|
|
|
|
0
|
goto &plasma_annihilator; |
1415
|
|
|
|
|
|
|
} |
1416
|
0
|
|
|
|
|
0
|
); |
1417
|
|
|
|
|
|
|
} |
1418
|
|
|
|
|
|
|
|
1419
|
|
|
|
|
|
|
sub raycast_fov { |
1420
|
0
|
|
|
0
|
1
|
0
|
my ($refresh) = @_; |
1421
|
0
|
|
|
|
|
0
|
state $FOV; |
1422
|
0
|
0
|
0
|
|
|
0
|
if (!$refresh and defined $FOV) { |
1423
|
0
|
|
|
|
|
0
|
print $FOV; |
1424
|
0
|
|
|
|
|
0
|
return; |
1425
|
|
|
|
|
|
|
} |
1426
|
|
|
|
|
|
|
|
1427
|
0
|
|
|
|
|
0
|
my (%blocked, %byrow, %seen); |
1428
|
0
|
|
|
|
|
0
|
my ($cx, $cy) = $Animates[HERO][LMC][WHERE]->@[ PCOL, PROW ]; |
1429
|
0
|
|
|
|
|
0
|
%Visible_Cell = ($cx . ',' . $cy => [ $cx, $cy ]); |
1430
|
0
|
|
|
|
|
0
|
@Visible_Monst = (); |
1431
|
|
|
|
|
|
|
|
1432
|
|
|
|
|
|
|
# radius 7 points taken from Game:RaycastFOV cache |
1433
|
0
|
|
|
|
|
0
|
for my $ep ( |
1434
|
|
|
|
|
|
|
[ -2, -7 ], [ -1, -7 ], [ 0, -7 ], [ 1, -7 ], [ 2, -7 ], [ -4, -6 ], |
1435
|
|
|
|
|
|
|
[ -3, -6 ], [ -2, -6 ], [ 2, -6 ], [ 3, -6 ], [ 4, -6 ], [ -5, -5 ], |
1436
|
|
|
|
|
|
|
[ -4, -5 ], [ 4, -5 ], [ 5, -5 ], [ -6, -4 ], [ -5, -4 ], [ 5, -4 ], |
1437
|
|
|
|
|
|
|
[ 6, -4 ], [ -6, -3 ], [ 6, -3 ], [ -7, -2 ], [ -6, -2 ], [ 6, -2 ], |
1438
|
|
|
|
|
|
|
[ 7, -2 ], [ -7, -1 ], [ 7, -1 ], [ -7, 0 ], [ 7, 0 ], [ -7, 1 ], |
1439
|
|
|
|
|
|
|
[ 7, 1 ], [ -7, 2 ], [ -6, 2 ], [ 6, 2 ], [ 7, 2 ], [ -6, 3 ], |
1440
|
|
|
|
|
|
|
[ 6, 3 ], [ -6, 4 ], [ -5, 4 ], [ 5, 4 ], [ 6, 4 ], [ -5, 5 ], |
1441
|
|
|
|
|
|
|
[ -4, 5 ], [ 4, 5 ], [ 5, 5 ], [ -4, 6 ], [ -3, 6 ], [ -2, 6 ], |
1442
|
|
|
|
|
|
|
[ 2, 6 ], [ 3, 6 ], [ 4, 6 ], [ -2, 7 ], [ -1, 7 ], [ 0, 7 ], |
1443
|
|
|
|
|
|
|
[ 1, 7 ], [ 2, 7 ] |
1444
|
|
|
|
|
|
|
) { |
1445
|
|
|
|
|
|
|
linecb( |
1446
|
|
|
|
|
|
|
sub { |
1447
|
0
|
|
|
0
|
|
0
|
my ($col, $row, $iters) = @_; |
1448
|
|
|
|
|
|
|
|
1449
|
|
|
|
|
|
|
# "the moon is a harsh mistress" -- FOV degrades at range |
1450
|
0
|
0
|
|
|
|
0
|
return -1 if $iters - 4 > irand(7); |
1451
|
|
|
|
|
|
|
|
1452
|
0
|
|
|
|
|
0
|
my $loc = $col . ',' . $row; |
1453
|
0
|
0
|
|
|
|
0
|
return -1 if exists $blocked{$loc}; |
1454
|
|
|
|
|
|
|
|
1455
|
0
|
|
|
|
|
0
|
my $point = [ $col, $row ]; |
1456
|
|
|
|
|
|
|
push @Visible_Monst, $point |
1457
|
0
|
0
|
0
|
|
|
0
|
if !$seen{$loc}++ and defined $LMap[$row][$col][ANIMAL]; |
1458
|
|
|
|
|
|
|
|
1459
|
|
|
|
|
|
|
# walls MUST block, other features may due to the "harsh |
1460
|
|
|
|
|
|
|
# environment" (vim on the 2009 MacBook, at the moment). |
1461
|
|
|
|
|
|
|
# similar restrictions are applied to monster LOS walks |
1462
|
|
|
|
|
|
|
# to the player (see update_*). hopefully. |
1463
|
0
|
|
|
|
|
0
|
my $cell = $LMap[$row][$col][MINERAL]; |
1464
|
0
|
0
|
|
|
|
0
|
if ($cell->[SPECIES] == WALL) { |
|
|
0
|
|
|
|
|
|
|
|
0
|
|
|
|
|
|
1465
|
0
|
|
|
|
|
0
|
$blocked{$loc} = 1; |
1466
|
0
|
|
|
|
|
0
|
push $byrow{$row}->@*, [ $col, $cell->[DISPLAY] ]; |
1467
|
0
|
|
|
|
|
0
|
$Visible_Cell{$loc} = $point; |
1468
|
0
|
|
|
|
|
0
|
return -1; |
1469
|
|
|
|
|
|
|
} elsif ($cell->[SPECIES] == RUBBLE) { |
1470
|
0
|
0
|
|
|
|
0
|
$blocked{$loc} = 1 if onein(20); |
1471
|
|
|
|
|
|
|
} elsif ($cell->[SPECIES] == ACID) { |
1472
|
0
|
0
|
|
|
|
0
|
$blocked{$loc} = 1 if onein(100); |
1473
|
|
|
|
|
|
|
} |
1474
|
|
|
|
|
|
|
|
1475
|
0
|
0
|
|
|
|
0
|
return 0 if exists $Visible_Cell{$loc}; |
1476
|
0
|
|
|
|
|
0
|
$Visible_Cell{$loc} = [ $col, $row ]; |
1477
|
0
|
|
|
|
|
0
|
for my $i (ANIMAL, VEGGIE) { |
1478
|
0
|
0
|
|
|
|
0
|
if (defined $LMap[$row][$col][$i]) { |
1479
|
0
|
|
|
|
|
0
|
push $byrow{$row}->@*, [ $col, $LMap[$row][$col][$i][DISPLAY] ]; |
1480
|
0
|
|
|
|
|
0
|
return 0; |
1481
|
|
|
|
|
|
|
} |
1482
|
|
|
|
|
|
|
} |
1483
|
0
|
|
|
|
|
0
|
push $byrow{$row}->@*, [ $col, $cell->[DISPLAY] ]; |
1484
|
0
|
|
|
|
|
0
|
return 0; |
1485
|
|
|
|
|
|
|
}, |
1486
|
0
|
|
|
|
|
0
|
$cx, |
1487
|
|
|
|
|
|
|
$cy, |
1488
|
|
|
|
|
|
|
$cx + $ep->[0], |
1489
|
|
|
|
|
|
|
$cy + $ep->[1] |
1490
|
|
|
|
|
|
|
); |
1491
|
|
|
|
|
|
|
} |
1492
|
|
|
|
|
|
|
|
1493
|
0
|
|
|
|
|
0
|
my $s = ''; |
1494
|
0
|
|
|
|
|
0
|
for my $r (0 .. MAP_ROWS - 1) { |
1495
|
0
|
|
|
|
|
0
|
$s .= at_row(MAP_DOFF + $r) . CLEAR_RIGHT; |
1496
|
|
|
|
|
|
|
} |
1497
|
0
|
|
|
0
|
|
0
|
for my $r (nsort_by { $byrow{$_} } keys %byrow) { |
|
0
|
|
|
|
|
0
|
|
1498
|
0
|
|
|
|
|
0
|
$s .= at_row(MAP_DOFF + $r); |
1499
|
0
|
|
|
0
|
|
0
|
for my $ref (nsort_by { $_->[0] } $byrow{$r}->@*) { |
|
0
|
|
|
|
|
0
|
|
1500
|
0
|
|
|
|
|
0
|
$s .= at_col(MAP_DOFF + $ref->[0]) . $ref->[1]; |
1501
|
|
|
|
|
|
|
} |
1502
|
|
|
|
|
|
|
} |
1503
|
|
|
|
|
|
|
|
1504
|
|
|
|
|
|
|
# ensure @ is shown as FOV should not touch that cell |
1505
|
|
|
|
|
|
|
print $FOV = |
1506
|
0
|
|
|
|
|
0
|
$s . at(map { MAP_DOFF + $_ } $cx, $cy) . $LMap[$cy][$cx][ANIMAL][DISPLAY]; |
|
0
|
|
|
|
|
0
|
|
1507
|
|
|
|
|
|
|
} |
1508
|
|
|
|
|
|
|
|
1509
|
|
|
|
|
|
|
sub reduce { |
1510
|
0
|
|
|
0
|
1
|
0
|
my ($lmc) = @_; |
1511
|
0
|
0
|
|
|
|
0
|
if (exists $Visible_Cell{ join ',', $lmc->[WHERE]->@[ PCOL, PROW ] }) { |
1512
|
|
|
|
|
|
|
log_message('A ' |
1513
|
0
|
|
|
|
|
0
|
. $Descript{ $lmc->[MINERAL][SPECIES] } |
1514
|
|
|
|
|
|
|
. ' explodes in a shower of fragments!'); |
1515
|
|
|
|
|
|
|
} |
1516
|
|
|
|
|
|
|
# rubble reification |
1517
|
0
|
|
|
|
|
0
|
$lmc->[MINERAL] = [ $lmc->[MINERAL]->@* ]; |
1518
|
|
|
|
|
|
|
$lmc->[MINERAL]->@[ SPECIES, DISPLAY ] = |
1519
|
0
|
|
|
|
|
0
|
$Thingy{ RUBBLE, }->@[ SPECIES, DISPLAY ]; |
1520
|
|
|
|
|
|
|
} |
1521
|
|
|
|
|
|
|
|
1522
|
|
|
|
|
|
|
sub refresh_board { |
1523
|
0
|
|
|
0
|
1
|
0
|
print CLEAR_SCREEN; |
1524
|
0
|
|
|
|
|
0
|
raycast_fov(0); |
1525
|
0
|
|
|
|
|
0
|
show_top_message(); |
1526
|
0
|
|
|
|
|
0
|
show_status_bar(); |
1527
|
|
|
|
|
|
|
} |
1528
|
|
|
|
|
|
|
|
1529
|
|
|
|
|
|
|
# similar to tu'a in Lojban |
1530
|
|
|
|
|
|
|
sub reify { |
1531
|
0
|
|
|
0
|
1
|
0
|
my ($lmc, $update) = @_; |
1532
|
0
|
|
|
|
|
0
|
$lmc->[MINERAL] = [ $lmc->[MINERAL]->@* ]; |
1533
|
0
|
0
|
|
|
|
0
|
$lmc->[MINERAL][UPDATE] = $update if defined $update; |
1534
|
|
|
|
|
|
|
} |
1535
|
|
|
|
|
|
|
|
1536
|
|
|
|
|
|
|
sub relocate { |
1537
|
0
|
|
|
0
|
1
|
0
|
my ($ani, $col, $row) = @_; |
1538
|
0
|
|
|
|
|
0
|
my $lmc = $ani->[LMC]; |
1539
|
|
|
|
|
|
|
|
1540
|
0
|
|
|
|
|
0
|
my $src = $lmc->[WHERE]; |
1541
|
|
|
|
|
|
|
|
1542
|
0
|
|
|
|
|
0
|
my $dest_lmc = $LMap[$row][$col]; |
1543
|
0
|
|
|
|
|
0
|
$dest_lmc->[ANIMAL] = $ani; |
1544
|
0
|
|
|
|
|
0
|
undef $LMap[ $src->[PROW] ][ $src->[PCOL] ][ANIMAL]; |
1545
|
|
|
|
|
|
|
|
1546
|
0
|
|
|
|
|
0
|
$ani->[LMC] = $dest_lmc; |
1547
|
|
|
|
|
|
|
|
1548
|
0
|
|
0
|
|
|
0
|
my $cell = $lmc->[VEGGIE] // $lmc->[MINERAL]; |
1549
|
0
|
|
|
|
|
0
|
print at(map { MAP_DOFF + $_ } $src->@[ PCOL, PROW ]), $cell->[DISPLAY], |
1550
|
0
|
|
|
|
|
0
|
at(map { MAP_DOFF + $_ } $col, $row), |
|
0
|
|
|
|
|
0
|
|
1551
|
|
|
|
|
|
|
$ani->[DISPLAY]; |
1552
|
|
|
|
|
|
|
} |
1553
|
|
|
|
|
|
|
|
1554
|
|
|
|
|
|
|
sub replay { |
1555
|
0
|
|
|
0
|
1
|
0
|
my ($expect) = @_; |
1556
|
0
|
|
|
|
|
0
|
my $key; |
1557
|
0
|
|
|
|
|
0
|
sleep($Replay_Delay); |
1558
|
0
|
|
|
|
|
0
|
local $/ = \1; |
1559
|
0
|
|
|
|
|
0
|
while (1) { |
1560
|
0
|
|
|
|
|
0
|
my $esc = ReadKey(-1); |
1561
|
0
|
0
|
0
|
|
|
0
|
if (defined $esc and $esc eq "\033") { |
1562
|
0
|
|
|
|
|
0
|
$RKFN = \&Game::Xomb::getkey; |
1563
|
0
|
|
|
|
|
0
|
goto &Game::Xomb::getkey; |
1564
|
|
|
|
|
|
|
} |
1565
|
0
|
|
|
|
|
0
|
$key = readline $Replay_FH; |
1566
|
0
|
0
|
|
|
|
0
|
if (defined $key) { |
1567
|
0
|
0
|
|
|
|
0
|
last if exists $expect->{$key}; |
1568
|
|
|
|
|
|
|
} else { |
1569
|
|
|
|
|
|
|
# KLUGE avoid busy-wait on "tail" of an active savegame |
1570
|
0
|
|
|
|
|
0
|
sleep(0.2); |
1571
|
|
|
|
|
|
|
} |
1572
|
|
|
|
|
|
|
} |
1573
|
0
|
0
|
|
|
|
0
|
print $Save_FH $key if defined $Save_FH; |
1574
|
0
|
|
|
|
|
0
|
return $key; |
1575
|
|
|
|
|
|
|
} |
1576
|
|
|
|
|
|
|
|
1577
|
|
|
|
|
|
|
sub report_position { |
1578
|
0
|
|
|
0
|
1
|
0
|
log_message('Transponder reports [' |
1579
|
|
|
|
|
|
|
. join(',', $Animates[HERO][LMC][WHERE]->@[ PCOL, PROW ]) |
1580
|
|
|
|
|
|
|
. ']'); |
1581
|
0
|
|
|
|
|
0
|
return MOVE_FAILED, 0; |
1582
|
|
|
|
|
|
|
} |
1583
|
|
|
|
|
|
|
|
1584
|
|
|
|
|
|
|
sub report_version { |
1585
|
0
|
|
|
0
|
1
|
0
|
log_message('Xomb v' . $VERSION . ' seed ' . $Seed . ' turn ' . $Turn_Count); |
1586
|
0
|
|
|
|
|
0
|
return MOVE_FAILED, 0; |
1587
|
|
|
|
|
|
|
} |
1588
|
|
|
|
|
|
|
|
1589
|
|
|
|
|
|
|
sub restore_term { |
1590
|
0
|
|
|
0
|
1
|
0
|
ReadMode 'restore'; |
1591
|
0
|
|
|
|
|
0
|
print TERM_NORM, SHOW_CURSOR, UNALT_SCREEN; |
1592
|
|
|
|
|
|
|
} |
1593
|
|
|
|
|
|
|
|
1594
|
|
|
|
|
|
|
sub rubble_delay { |
1595
|
0
|
|
|
0
|
1
|
0
|
my ($ani, $cost) = @_; |
1596
|
0
|
0
|
|
|
|
0
|
if (coinflip()) { |
1597
|
0
|
0
|
|
|
|
0
|
if ($ani->[SPECIES] == HERO) { |
1598
|
|
|
|
|
|
|
# Ultima IV does this. too annoying? |
1599
|
0
|
|
|
|
|
0
|
$Violent_Sleep_Of_Reason = 1; |
1600
|
0
|
|
|
|
|
0
|
log_message('Slow progress!'); |
1601
|
|
|
|
|
|
|
} |
1602
|
0
|
|
|
|
|
0
|
return ($cost >> 1) + 2 + irand(4); |
1603
|
|
|
|
|
|
|
} else { |
1604
|
0
|
|
|
|
|
0
|
return 2 + irand(4); |
1605
|
|
|
|
|
|
|
} |
1606
|
|
|
|
|
|
|
} |
1607
|
|
|
|
|
|
|
|
1608
|
|
|
|
|
|
|
{ |
1609
|
|
|
|
|
|
|
my $energy = '00'; |
1610
|
|
|
|
|
|
|
|
1611
|
|
|
|
|
|
|
sub sb_update_energy { |
1612
|
0
|
|
|
0
|
1
|
0
|
$energy = sprintf "%02d", $Animates[HERO][STASH][ECOST]; |
1613
|
|
|
|
|
|
|
} |
1614
|
|
|
|
|
|
|
|
1615
|
|
|
|
|
|
|
sub show_status_bar { |
1616
|
0
|
|
|
0
|
1
|
0
|
print at_row(STATUS_ROW), |
1617
|
|
|
|
|
|
|
sprintf('Level %02d t', $Level), $energy, TERM_NORM, |
1618
|
|
|
|
|
|
|
display_hitpoints(), display_cellobjs(), display_shieldup(); |
1619
|
|
|
|
|
|
|
} |
1620
|
|
|
|
|
|
|
} |
1621
|
|
|
|
|
|
|
|
1622
|
|
|
|
|
|
|
sub score { |
1623
|
0
|
|
|
0
|
1
|
0
|
my ($won) = @_; |
1624
|
0
|
0
|
|
|
|
0
|
my $score = loot_value() + ($won ? 10000 : 0) + 10 * int exp $Level_Max; |
1625
|
0
|
|
|
|
|
0
|
return "Score: $score in $Turn_Count turns (v$VERSION:$Seed)"; |
1626
|
|
|
|
|
|
|
} |
1627
|
|
|
|
|
|
|
|
1628
|
|
|
|
|
|
|
sub update_gameover { |
1629
|
0
|
|
|
0
|
1
|
0
|
state $count = 0; |
1630
|
0
|
|
|
|
|
0
|
raycast_fov(1); |
1631
|
0
|
|
|
|
|
0
|
tcflush(STDIN_FILENO, TCIFLUSH); |
1632
|
0
|
|
|
|
|
0
|
my $key = $RKFN->(\%Key_Commands); |
1633
|
0
|
0
|
|
|
|
0
|
if ($count == 4) { |
|
|
0
|
|
|
|
|
|
|
|
0
|
|
|
|
|
|
1634
|
0
|
|
|
|
|
0
|
has_lost(); |
1635
|
|
|
|
|
|
|
} elsif ($count >= 2) { |
1636
|
0
|
|
|
|
|
0
|
print AT_MSG_ROW, CLEAR_RIGHT, '-- press Esc to continue --'; |
1637
|
0
|
0
|
0
|
|
|
0
|
has_lost() if $key eq "\033" or $key eq 'q'; |
1638
|
|
|
|
|
|
|
} elsif ($count == 1) { |
1639
|
0
|
|
|
|
|
0
|
log_message('Communication lost with remote unit.'); |
1640
|
|
|
|
|
|
|
} |
1641
|
0
|
|
|
|
|
0
|
$count++; |
1642
|
0
|
|
|
|
|
0
|
return MOVE_OKAY, DEFAULT_COST; |
1643
|
|
|
|
|
|
|
} |
1644
|
|
|
|
|
|
|
|
1645
|
|
|
|
|
|
|
sub update_fungi { |
1646
|
0
|
|
|
0
|
1
|
0
|
my ($self) = @_; |
1647
|
0
|
|
|
|
|
0
|
my ($mcol, $mrow) = $self->[LMC][WHERE]->@[ PCOL, PROW ]; |
1648
|
0
|
|
|
|
|
0
|
my ($tcol, $trow) = $Animates[HERO][LMC][WHERE]->@[ PCOL, PROW ]; |
1649
|
0
|
|
|
|
|
0
|
my $weap = $self->[STASH][WEAPON]; |
1650
|
|
|
|
|
|
|
|
1651
|
0
|
|
|
|
|
0
|
my ($hits, $cost) = does_hit(distance($mcol, $mrow, $tcol, $trow), $weap); |
1652
|
0
|
0
|
|
|
|
0
|
return MOVE_OKAY, $cost if $hits == -1; |
1653
|
|
|
|
|
|
|
|
1654
|
0
|
|
|
|
|
0
|
my (@burned, @path); |
1655
|
0
|
|
|
|
|
0
|
$hits = 0; |
1656
|
|
|
|
|
|
|
walkcb( |
1657
|
|
|
|
|
|
|
sub { |
1658
|
0
|
|
|
0
|
|
0
|
my ($col, $row, $iters) = @_; |
1659
|
0
|
|
|
|
|
0
|
my $lmc = $LMap[$row][$col]; |
1660
|
0
|
|
|
|
|
0
|
push @path, [ $col, $row ]; |
1661
|
0
|
0
|
|
|
|
0
|
if (defined $lmc->[ANIMAL]) { |
|
|
0
|
|
|
|
|
|
1662
|
0
|
|
|
|
|
0
|
push @burned, $lmc->[ANIMAL], $iters; |
1663
|
0
|
0
|
|
|
|
0
|
$hits = 1 if $lmc->[ANIMAL][SPECIES] == HERO; |
1664
|
|
|
|
|
|
|
} elsif ($lmc->[MINERAL][SPECIES] == WALL) { |
1665
|
0
|
0
|
|
|
|
0
|
reduce($lmc) if onein(20); |
1666
|
0
|
|
|
|
|
0
|
return -1; |
1667
|
|
|
|
|
|
|
} |
1668
|
|
|
|
|
|
|
# NOTE distance() and $iters give different numbers for diagonals |
1669
|
0
|
0
|
|
|
|
0
|
return $iters > $weap->[W_RANGE] ? -1 : 0; |
1670
|
|
|
|
|
|
|
}, |
1671
|
0
|
|
|
|
|
0
|
$mcol, |
1672
|
|
|
|
|
|
|
$mrow, |
1673
|
|
|
|
|
|
|
$tcol, |
1674
|
|
|
|
|
|
|
$trow |
1675
|
|
|
|
|
|
|
); |
1676
|
0
|
0
|
|
|
|
0
|
return MOVE_OKAY, $cost unless $hits; |
1677
|
|
|
|
|
|
|
|
1678
|
|
|
|
|
|
|
bypair( |
1679
|
|
|
|
|
|
|
sub { |
1680
|
0
|
|
|
0
|
|
0
|
my ($ani, $iters) = @_; |
1681
|
0
|
0
|
|
|
|
0
|
apply_damage($ani, 'plburn', $self, $iters) if coinflip(); |
1682
|
|
|
|
|
|
|
}, |
1683
|
|
|
|
|
|
|
@burned |
1684
|
0
|
|
|
|
|
0
|
); |
1685
|
|
|
|
|
|
|
|
1686
|
0
|
|
|
|
|
0
|
my $loc = $mcol . ',' . $mrow; |
1687
|
0
|
|
|
|
|
0
|
print at(map { MAP_DOFF + $_ } $mcol, $mrow), 'X' |
1688
|
0
|
0
|
|
|
|
0
|
if exists $Visible_Cell{$loc}; |
1689
|
0
|
|
|
|
|
0
|
my %seen = ($loc => 1); |
1690
|
|
|
|
|
|
|
|
1691
|
0
|
|
|
|
|
0
|
for my $point (@path) { |
1692
|
0
|
|
|
|
|
0
|
my ($col, $row) = $point->@[ PCOL, PROW ]; |
1693
|
0
|
|
|
|
|
0
|
my $loc = $col . ',' . $row; |
1694
|
0
|
|
|
|
|
0
|
$seen{$loc} = 1; |
1695
|
0
|
0
|
|
|
|
0
|
if (exists $Visible_Cell{$loc}) { |
1696
|
0
|
0
|
|
|
|
0
|
print at(map { MAP_DOFF + $_ } $col, $row), coinflip() ? 'X' : 'x'; |
|
0
|
|
|
|
|
0
|
|
1697
|
0
|
|
|
|
|
0
|
$Violent_Sleep_Of_Reason = 1; |
1698
|
|
|
|
|
|
|
} |
1699
|
|
|
|
|
|
|
} |
1700
|
|
|
|
|
|
|
|
1701
|
0
|
|
|
|
|
0
|
my @spread; |
1702
|
|
|
|
|
|
|
with_adjacent( |
1703
|
|
|
|
|
|
|
$mcol, $mrow, |
1704
|
|
|
|
|
|
|
sub { |
1705
|
0
|
|
|
0
|
|
0
|
my $loc = join ',', $_[0]->@[ PCOL, PROW ]; |
1706
|
0
|
0
|
0
|
|
|
0
|
return if $seen{$loc}++ or !exists $Visible_Cell{$loc} or irand(10) < 8; |
|
|
|
0
|
|
|
|
|
1707
|
0
|
|
|
|
|
0
|
print at(map { MAP_DOFF + $_ } $_[0]->@[ PCOL, PROW ]), 'X' |
1708
|
0
|
0
|
|
|
|
0
|
if exists $Visible_Cell{$loc}; |
1709
|
0
|
|
|
|
|
0
|
push @spread, $_[0]; |
1710
|
|
|
|
|
|
|
} |
1711
|
0
|
|
|
|
|
0
|
); |
1712
|
0
|
0
|
|
|
|
0
|
if (@spread) { |
1713
|
0
|
|
|
|
|
0
|
my $max = 3; |
1714
|
0
|
0
|
|
|
|
0
|
$max += 2 if onein(40); |
1715
|
0
|
0
|
|
|
|
0
|
$max += 3 if onein(250); |
1716
|
|
|
|
|
|
|
# mostly it just looks impressive |
1717
|
0
|
|
|
|
|
0
|
plasma_annihilator($self, \%seen, \@spread, 1, $max); |
1718
|
|
|
|
|
|
|
} |
1719
|
|
|
|
|
|
|
|
1720
|
0
|
|
|
|
|
0
|
return MOVE_OKAY, $cost; |
1721
|
|
|
|
|
|
|
} |
1722
|
|
|
|
|
|
|
|
1723
|
|
|
|
|
|
|
sub update_ghast { |
1724
|
0
|
|
|
0
|
1
|
0
|
my ($self) = @_; |
1725
|
0
|
|
|
|
|
0
|
my ($mcol, $mrow) = $self->[LMC][WHERE]->@[ PCOL, PROW ]; |
1726
|
0
|
|
|
|
|
0
|
my ($tcol, $trow) = $Animates[HERO][LMC][WHERE]->@[ PCOL, PROW ]; |
1727
|
0
|
|
|
|
|
0
|
my $weap = $self->[STASH][WEAPON]; |
1728
|
|
|
|
|
|
|
|
1729
|
0
|
|
|
|
|
0
|
my ($hits, $cost) = does_hit(distance($mcol, $mrow, $tcol, $trow), $weap); |
1730
|
0
|
0
|
|
|
|
0
|
return MOVE_OKAY, $cost if $hits == -1; |
1731
|
|
|
|
|
|
|
|
1732
|
|
|
|
|
|
|
# but a gatling gun is often trigger happy ... |
1733
|
0
|
0
|
|
|
|
0
|
if ($hits == 0) { |
1734
|
0
|
0
|
|
|
|
0
|
return MOVE_OKAY, $cost if onein(8); |
1735
|
0
|
|
|
|
|
0
|
my @nearby; |
1736
|
0
|
|
|
0
|
|
0
|
with_adjacent($tcol, $trow, sub { push @nearby, $_[0] }); |
|
0
|
|
|
|
|
0
|
|
1737
|
0
|
|
|
|
|
0
|
($tcol, $trow) = pick(\@nearby)->@[ PCOL, PROW ]; |
1738
|
|
|
|
|
|
|
} |
1739
|
|
|
|
|
|
|
|
1740
|
0
|
|
|
|
|
0
|
my @path; |
1741
|
|
|
|
|
|
|
linecb( |
1742
|
|
|
|
|
|
|
sub { |
1743
|
0
|
|
|
0
|
|
0
|
my ($col, $row) = @_; |
1744
|
0
|
|
|
|
|
0
|
push @path, [ $col, $row ]; |
1745
|
0
|
0
|
0
|
|
|
0
|
if (defined $LMap[$row][$col][ANIMAL] |
1746
|
|
|
|
|
|
|
and $LMap[$row][$col][ANIMAL][SPECIES] != HERO) { |
1747
|
0
|
0
|
0
|
|
|
0
|
($tcol, $trow) = ($col, $row) if $hits == 0 and coinflip(); |
1748
|
0
|
|
|
|
|
0
|
return -1; |
1749
|
|
|
|
|
|
|
} |
1750
|
0
|
|
|
|
|
0
|
my $cell = $LMap[$row][$col][MINERAL]; |
1751
|
0
|
0
|
|
|
|
0
|
if ($cell->[SPECIES] == WALL) { |
|
|
0
|
|
|
|
|
|
1752
|
|
|
|
|
|
|
# they're not trigger happy enough to shoot a wall |
1753
|
|
|
|
|
|
|
# (moreso that letting the wall be shot would reveal |
1754
|
|
|
|
|
|
|
# where something is to the player) |
1755
|
0
|
|
|
|
|
0
|
@path = (); |
1756
|
0
|
|
|
|
|
0
|
return -1; |
1757
|
|
|
|
|
|
|
} elsif ($cell->[SPECIES] == RUBBLE) { |
1758
|
0
|
0
|
|
|
|
0
|
if (onein(10)) { |
1759
|
0
|
|
|
|
|
0
|
$hits = 0; |
1760
|
0
|
|
|
|
|
0
|
return -1; |
1761
|
|
|
|
|
|
|
} |
1762
|
|
|
|
|
|
|
} |
1763
|
0
|
|
|
|
|
0
|
return 0; |
1764
|
|
|
|
|
|
|
}, |
1765
|
0
|
|
|
|
|
0
|
$mcol, |
1766
|
|
|
|
|
|
|
$mrow, |
1767
|
|
|
|
|
|
|
$tcol, |
1768
|
|
|
|
|
|
|
$trow |
1769
|
|
|
|
|
|
|
); |
1770
|
0
|
0
|
|
|
|
0
|
return MOVE_OKAY, $cost unless @path; |
1771
|
|
|
|
|
|
|
|
1772
|
0
|
|
|
|
|
0
|
for my $point (@path) { |
1773
|
0
|
|
|
|
|
0
|
my $loc = join ',', $point->@[ PCOL, PROW ]; |
1774
|
0
|
0
|
|
|
|
0
|
if (exists $Visible_Cell{$loc}) { |
1775
|
0
|
|
|
|
|
0
|
print at(map { MAP_DOFF + $_ } $point->@[ PCOL, PROW ]), '-'; |
|
0
|
|
|
|
|
0
|
|
1776
|
0
|
|
|
|
|
0
|
$Violent_Sleep_Of_Reason = 1; |
1777
|
|
|
|
|
|
|
} |
1778
|
|
|
|
|
|
|
} |
1779
|
0
|
|
|
|
|
0
|
my $loc = $tcol . ',' . $trow; |
1780
|
0
|
|
|
|
|
0
|
my $lmc = $LMap[$trow][$tcol]; |
1781
|
0
|
0
|
|
|
|
0
|
if ($hits == 0) { |
1782
|
0
|
|
|
|
|
0
|
my $buddy = $LMap[$trow][$tcol][ANIMAL]; |
1783
|
0
|
0
|
|
|
|
0
|
apply_damage($buddy, 'attackby', $self) if defined $buddy; |
1784
|
|
|
|
|
|
|
} else { |
1785
|
0
|
|
|
|
|
0
|
apply_damage($Animates[HERO], 'attackby', $self); |
1786
|
0
|
|
|
|
|
0
|
$Violent_Sleep_Of_Reason = 1; |
1787
|
|
|
|
|
|
|
} |
1788
|
|
|
|
|
|
|
|
1789
|
0
|
|
|
|
|
0
|
return MOVE_OKAY, $cost; |
1790
|
|
|
|
|
|
|
} |
1791
|
|
|
|
|
|
|
|
1792
|
|
|
|
|
|
|
sub update_mimic { |
1793
|
0
|
|
|
0
|
1
|
0
|
my ($self) = @_; |
1794
|
0
|
|
|
|
|
0
|
my ($mcol, $mrow) = $self->[LMC][WHERE]->@[ PCOL, PROW ]; |
1795
|
0
|
|
|
|
|
0
|
my ($tcol, $trow) = $Animates[HERO][LMC][WHERE]->@[ PCOL, PROW ]; |
1796
|
0
|
|
|
|
|
0
|
my $weap = $self->[STASH][WEAPON]; |
1797
|
|
|
|
|
|
|
|
1798
|
0
|
|
|
|
|
0
|
my ($hits, $cost) = does_hit(distance($mcol, $mrow, $tcol, $trow), $weap); |
1799
|
0
|
0
|
|
|
|
0
|
return MOVE_OKAY, $cost if $hits == -1; |
1800
|
|
|
|
|
|
|
|
1801
|
0
|
|
|
|
|
0
|
my @nearby; |
1802
|
0
|
0
|
|
|
|
0
|
if ($hits == 0) { |
1803
|
|
|
|
|
|
|
# maybe they're taking a break |
1804
|
0
|
0
|
|
|
|
0
|
return MOVE_OKAY, $cost if onein(10); |
1805
|
0
|
|
|
0
|
|
0
|
with_adjacent($tcol, $trow, sub { push @nearby, $_[0] }); |
|
0
|
|
|
|
|
0
|
|
1806
|
|
|
|
|
|
|
} |
1807
|
|
|
|
|
|
|
|
1808
|
|
|
|
|
|
|
# Mortars could, in theory, lob shells over walls but that would |
1809
|
|
|
|
|
|
|
# allow Mortars to abuse things like ### that the player could |
1810
|
|
|
|
|
|
|
# not get into. #M# so require LOS. |
1811
|
|
|
|
|
|
|
linecb( |
1812
|
|
|
|
|
|
|
sub { |
1813
|
0
|
|
|
0
|
|
0
|
my ($col, $row) = @_; |
1814
|
0
|
|
|
|
|
0
|
my $cell = $LMap[$row][$col][MINERAL]; |
1815
|
0
|
0
|
|
|
|
0
|
if ($cell->[SPECIES] == WALL) { |
1816
|
0
|
|
|
|
|
0
|
$hits = 0; |
1817
|
0
|
|
|
|
|
0
|
return -1; |
1818
|
|
|
|
|
|
|
} |
1819
|
0
|
|
|
|
|
0
|
return 0; |
1820
|
|
|
|
|
|
|
}, |
1821
|
0
|
|
|
|
|
0
|
$mcol, |
1822
|
|
|
|
|
|
|
$mrow, |
1823
|
|
|
|
|
|
|
$tcol, |
1824
|
|
|
|
|
|
|
$trow |
1825
|
|
|
|
|
|
|
); |
1826
|
0
|
0
|
|
|
|
0
|
return MOVE_OKAY, $cost if $hits < 1; |
1827
|
|
|
|
|
|
|
|
1828
|
0
|
0
|
|
|
|
0
|
if (@nearby) { |
1829
|
0
|
|
|
|
|
0
|
log_message('A mortar shell explodes nearby!'); |
1830
|
0
|
|
|
|
|
0
|
my ($ncol, $nrow) = pick(\@nearby)->@[ PCOL, PROW ]; |
1831
|
0
|
|
|
|
|
0
|
my $lmc = $LMap[$nrow][$ncol]; |
1832
|
0
|
|
|
|
|
0
|
my $buddy = $lmc->[ANIMAL]; |
1833
|
0
|
0
|
0
|
|
|
0
|
if (defined $buddy) { |
|
|
0
|
|
|
|
|
|
1834
|
0
|
|
|
|
|
0
|
apply_damage($buddy, 'attackby', $self); |
1835
|
|
|
|
|
|
|
} elsif ($lmc->[SPECIES] == WALL and onein(20)) { |
1836
|
0
|
|
|
|
|
0
|
reduce($lmc); |
1837
|
|
|
|
|
|
|
} |
1838
|
|
|
|
|
|
|
} else { |
1839
|
0
|
|
|
|
|
0
|
log_message('A mortar shell strikes you!'); |
1840
|
0
|
|
|
|
|
0
|
apply_damage($Animates[HERO], 'attackby', $self); |
1841
|
|
|
|
|
|
|
} |
1842
|
|
|
|
|
|
|
|
1843
|
0
|
|
|
|
|
0
|
$Violent_Sleep_Of_Reason = 1; |
1844
|
|
|
|
|
|
|
|
1845
|
0
|
|
|
|
|
0
|
return MOVE_OKAY, $cost; |
1846
|
|
|
|
|
|
|
} |
1847
|
|
|
|
|
|
|
|
1848
|
|
|
|
|
|
|
sub update_player { |
1849
|
0
|
|
|
0
|
1
|
0
|
my ($self) = @_; |
1850
|
0
|
|
|
|
|
0
|
my ($cost, $ret); |
1851
|
|
|
|
|
|
|
|
1852
|
|
|
|
|
|
|
# pre-move tasks |
1853
|
0
|
|
|
|
|
0
|
sb_update_energy(); |
1854
|
0
|
0
|
|
|
|
0
|
if ($Violent_Sleep_Of_Reason == 1) { |
1855
|
0
|
|
|
|
|
0
|
sleep($Draw_Delay); |
1856
|
0
|
|
|
|
|
0
|
$Violent_Sleep_Of_Reason = 0; |
1857
|
|
|
|
|
|
|
} |
1858
|
0
|
|
|
|
|
0
|
raycast_fov(1); |
1859
|
0
|
|
|
|
|
0
|
show_top_message(); |
1860
|
0
|
|
|
|
|
0
|
log_dim(); |
1861
|
0
|
|
|
|
|
0
|
show_status_bar(); |
1862
|
|
|
|
|
|
|
|
1863
|
0
|
|
|
|
|
0
|
tcflush(STDIN_FILENO, TCIFLUSH); |
1864
|
0
|
|
|
|
|
0
|
while (1) { |
1865
|
0
|
0
|
|
|
|
0
|
my $key = defined $Sticky ? $Sticky : $RKFN->(\%Key_Commands); |
1866
|
0
|
|
|
|
|
0
|
($ret, $cost, my $code) = $Key_Commands{$key}->($self); |
1867
|
0
|
0
|
|
|
|
0
|
pkc_log_code($code) if defined $code; |
1868
|
0
|
0
|
|
|
|
0
|
last if $ret != MOVE_FAILED; |
1869
|
|
|
|
|
|
|
} |
1870
|
|
|
|
|
|
|
|
1871
|
0
|
0
|
|
|
|
0
|
if (defined $Sticky) { |
1872
|
0
|
0
|
|
|
|
0
|
undef $Sticky if --$Sticky_Max <= 0; |
1873
|
0
|
0
|
|
|
|
0
|
sleep($Draw_Delay) unless $Sticky eq '.'; |
1874
|
|
|
|
|
|
|
} |
1875
|
|
|
|
|
|
|
|
1876
|
0
|
|
|
|
|
0
|
my $hp = $self->[STASH][HITPOINTS]; |
1877
|
0
|
0
|
0
|
|
|
0
|
if (defined $self->[STASH][SHIELDUP] and $hp < START_HP) { |
1878
|
0
|
|
|
|
|
0
|
my $need = START_HP - $self->[STASH][HITPOINTS]; |
1879
|
0
|
|
|
|
|
0
|
my $offer = between( |
1880
|
|
|
|
|
|
|
0, |
1881
|
|
|
|
|
|
|
int($cost / $self->[STASH][SHIELDUP][STASH][GEM_REGEN]), |
1882
|
|
|
|
|
|
|
$self->[STASH][SHIELDUP][STASH][GEM_VALUE] |
1883
|
|
|
|
|
|
|
); |
1884
|
|
|
|
|
|
|
|
1885
|
0
|
|
|
|
|
0
|
my $heal = between(0, $need, $offer); |
1886
|
0
|
|
|
|
|
0
|
$self->[STASH][SHIELDUP][STASH][GEM_VALUE] -= $heal; |
1887
|
0
|
|
|
|
|
0
|
$hp = $self->[STASH][HITPOINTS] += $heal; |
1888
|
0
|
0
|
|
|
|
0
|
undef $Sticky if $hp == START_HP; |
1889
|
|
|
|
|
|
|
|
1890
|
0
|
0
|
|
|
|
0
|
if ($self->[STASH][SHIELDUP][STASH][GEM_VALUE] <= 0) { |
1891
|
0
|
|
|
|
|
0
|
pkc_log_code('0113'); |
1892
|
0
|
|
|
|
|
0
|
log_message( |
1893
|
|
|
|
|
|
|
'The ' . $self->[STASH][SHIELDUP][STASH][GEM_NAME] . ' chips and shatters!'); |
1894
|
0
|
|
|
|
|
0
|
undef $self->[STASH][SHIELDUP]; |
1895
|
0
|
|
|
|
|
0
|
undef $Sticky; |
1896
|
0
|
|
|
|
|
0
|
print display_shieldup(); |
1897
|
|
|
|
|
|
|
} |
1898
|
|
|
|
|
|
|
} |
1899
|
|
|
|
|
|
|
|
1900
|
0
|
|
|
|
|
0
|
$Energy_Spent += $cost; |
1901
|
0
|
|
|
|
|
0
|
$Turn_Count++; |
1902
|
0
|
|
|
|
|
0
|
return $ret, $cost; |
1903
|
|
|
|
|
|
|
} |
1904
|
|
|
|
|
|
|
|
1905
|
|
|
|
|
|
|
# when player is in range try to shoot them |
1906
|
|
|
|
|
|
|
sub update_troll { |
1907
|
0
|
|
|
0
|
1
|
0
|
my ($self) = @_; |
1908
|
0
|
|
|
|
|
0
|
my ($mcol, $mrow) = $self->[LMC][WHERE]->@[ PCOL, PROW ]; |
1909
|
0
|
|
|
|
|
0
|
my ($tcol, $trow) = $Animates[HERO][LMC][WHERE]->@[ PCOL, PROW ]; |
1910
|
0
|
|
|
|
|
0
|
my $weap = $self->[STASH][WEAPON]; |
1911
|
|
|
|
|
|
|
|
1912
|
0
|
|
|
|
|
0
|
my ($hits, $cost) = does_hit(distance($mcol, $mrow, $tcol, $trow), $weap); |
1913
|
0
|
0
|
|
|
|
0
|
return MOVE_OKAY, $cost if $hits == -1; |
1914
|
|
|
|
|
|
|
|
1915
|
0
|
|
|
|
|
0
|
my @path; |
1916
|
0
|
|
|
|
|
0
|
my $property_damage = 0; |
1917
|
|
|
|
|
|
|
walkcb( |
1918
|
|
|
|
|
|
|
sub { |
1919
|
0
|
|
|
0
|
|
0
|
my ($col, $row, $iters) = @_; |
1920
|
0
|
|
|
|
|
0
|
push @path, [ $col, $row ]; |
1921
|
0
|
0
|
|
|
|
0
|
if ($iters > $weap->[W_RANGE]) { |
1922
|
0
|
0
|
|
|
|
0
|
($tcol, $trow) = ($col, $row) if $hits == 0; |
1923
|
0
|
|
|
|
|
0
|
return -1; |
1924
|
|
|
|
|
|
|
} |
1925
|
0
|
0
|
0
|
|
|
0
|
if (defined $LMap[$row][$col][ANIMAL] |
1926
|
|
|
|
|
|
|
and $LMap[$row][$col][ANIMAL][SPECIES] != HERO) { |
1927
|
0
|
0
|
|
|
|
0
|
($tcol, $trow) = ($col, $row) if $hits == 0; |
1928
|
0
|
|
|
|
|
0
|
return -1; |
1929
|
|
|
|
|
|
|
} |
1930
|
0
|
|
|
|
|
0
|
my $cell = $LMap[$row][$col][MINERAL]; |
1931
|
0
|
0
|
|
|
|
0
|
if ($cell->[SPECIES] == WALL) { |
|
|
0
|
|
|
|
|
|
1932
|
0
|
|
|
|
|
0
|
$hits = 0; |
1933
|
0
|
0
|
|
|
|
0
|
if (onein(4)) { |
1934
|
0
|
|
|
|
|
0
|
($tcol, $trow) = ($col, $row); |
1935
|
0
|
|
|
|
|
0
|
$property_damage = 1; |
1936
|
|
|
|
|
|
|
} else { |
1937
|
|
|
|
|
|
|
# wall not getting blow'd up, do not (maybe) reveal |
1938
|
|
|
|
|
|
|
# to player that something is trying to do so |
1939
|
0
|
|
|
|
|
0
|
@path = (); |
1940
|
|
|
|
|
|
|
} |
1941
|
0
|
|
|
|
|
0
|
return -1; |
1942
|
|
|
|
|
|
|
} elsif ($cell->[SPECIES] == RUBBLE) { |
1943
|
|
|
|
|
|
|
# similar FOV problem as for player, see raycast. also |
1944
|
|
|
|
|
|
|
# should mean that rubble is good cover for the hero |
1945
|
0
|
0
|
|
|
|
0
|
if (onein(20)) { |
1946
|
0
|
|
|
|
|
0
|
$hits = 0; |
1947
|
0
|
|
|
|
|
0
|
($tcol, $trow) = ($col, $row); |
1948
|
0
|
|
|
|
|
0
|
$property_damage = 1; |
1949
|
0
|
|
|
|
|
0
|
return -1; |
1950
|
|
|
|
|
|
|
} |
1951
|
|
|
|
|
|
|
} |
1952
|
0
|
|
|
|
|
0
|
return 0; |
1953
|
|
|
|
|
|
|
}, |
1954
|
0
|
|
|
|
|
0
|
$mcol, |
1955
|
|
|
|
|
|
|
$mrow, |
1956
|
|
|
|
|
|
|
$tcol, |
1957
|
|
|
|
|
|
|
$trow |
1958
|
|
|
|
|
|
|
); |
1959
|
0
|
0
|
|
|
|
0
|
return MOVE_OKAY, $cost unless @path; |
1960
|
|
|
|
|
|
|
|
1961
|
0
|
|
|
|
|
0
|
for my $point (@path) { |
1962
|
0
|
|
|
|
|
0
|
my $loc = join ',', $point->@[ PCOL, PROW ]; |
1963
|
0
|
0
|
|
|
|
0
|
if (exists $Visible_Cell{$loc}) { |
1964
|
0
|
|
|
|
|
0
|
print at(map { MAP_DOFF + $_ } $point->@[ PCOL, PROW ]), '-'; |
|
0
|
|
|
|
|
0
|
|
1965
|
0
|
|
|
|
|
0
|
$Violent_Sleep_Of_Reason = 1; |
1966
|
|
|
|
|
|
|
} |
1967
|
|
|
|
|
|
|
} |
1968
|
0
|
|
|
|
|
0
|
my $loc = $tcol . ',' . $trow; |
1969
|
0
|
|
|
|
|
0
|
my $lmc = $LMap[$trow][$tcol]; |
1970
|
0
|
0
|
|
|
|
0
|
if ($property_damage) { |
1971
|
0
|
|
|
|
|
0
|
reduce($lmc); |
1972
|
|
|
|
|
|
|
} else { |
1973
|
0
|
0
|
|
|
|
0
|
if ($hits == 0) { |
1974
|
0
|
|
|
|
|
0
|
my $buddy = $LMap[$trow][$tcol][ANIMAL]; |
1975
|
0
|
0
|
|
|
|
0
|
apply_damage($buddy, 'attackby', $self) if defined $buddy; |
1976
|
|
|
|
|
|
|
} else { |
1977
|
0
|
|
|
|
|
0
|
apply_damage($Animates[HERO], 'attackby', $self); |
1978
|
0
|
|
|
|
|
0
|
$Violent_Sleep_Of_Reason = 1; |
1979
|
|
|
|
|
|
|
} |
1980
|
|
|
|
|
|
|
} |
1981
|
|
|
|
|
|
|
|
1982
|
0
|
|
|
|
|
0
|
return MOVE_OKAY, $cost; |
1983
|
|
|
|
|
|
|
} |
1984
|
|
|
|
|
|
|
|
1985
|
|
|
|
|
|
|
# like shooter but can only fire across totally open ground. advanced |
1986
|
|
|
|
|
|
|
# targetting arrays prevent friendly fire and property damage |
1987
|
|
|
|
|
|
|
sub update_stalker { |
1988
|
0
|
|
|
0
|
1
|
0
|
my ($self) = @_; |
1989
|
0
|
|
|
|
|
0
|
my ($mcol, $mrow) = $self->[LMC][WHERE]->@[ PCOL, PROW ]; |
1990
|
0
|
|
|
|
|
0
|
my ($tcol, $trow) = $Animates[HERO][LMC][WHERE]->@[ PCOL, PROW ]; |
1991
|
0
|
|
|
|
|
0
|
my $weap = $self->[STASH][WEAPON]; |
1992
|
|
|
|
|
|
|
|
1993
|
0
|
|
|
|
|
0
|
my ($hits, $cost) = does_hit(distance($mcol, $mrow, $tcol, $trow), $weap); |
1994
|
0
|
0
|
|
|
|
0
|
return MOVE_OKAY, $cost if $hits < 1; |
1995
|
|
|
|
|
|
|
|
1996
|
0
|
|
|
|
|
0
|
my @path; |
1997
|
|
|
|
|
|
|
linecb( |
1998
|
|
|
|
|
|
|
sub { |
1999
|
0
|
|
|
0
|
|
0
|
my ($col, $row) = @_; |
2000
|
0
|
0
|
0
|
|
|
0
|
if ($col == $tcol and $row == $trow) { # gotcha |
2001
|
0
|
|
|
|
|
0
|
push @path, [ $col, $row ]; |
2002
|
0
|
|
|
|
|
0
|
return 0; |
2003
|
|
|
|
|
|
|
} |
2004
|
|
|
|
|
|
|
# stalker needs a really clear shot (to offset for |
2005
|
|
|
|
|
|
|
# their range) |
2006
|
0
|
|
|
|
|
0
|
my $cell = $LMap[$row][$col][MINERAL]; |
2007
|
0
|
0
|
0
|
|
|
0
|
if ( defined $LMap[$row][$col][ANIMAL] |
|
|
|
0
|
|
|
|
|
|
|
|
0
|
|
|
|
|
|
|
|
0
|
|
|
|
|
2008
|
|
|
|
|
|
|
or $cell->[SPECIES] == WALL |
2009
|
|
|
|
|
|
|
or $cell->[SPECIES] == RUBBLE |
2010
|
|
|
|
|
|
|
or ($cell->[SPECIES] == ACID and onein(3))) { |
2011
|
0
|
|
|
|
|
0
|
$hits = 0; |
2012
|
0
|
|
|
|
|
0
|
return -1; |
2013
|
|
|
|
|
|
|
} |
2014
|
0
|
|
|
|
|
0
|
push @path, [ $col, $row ]; |
2015
|
|
|
|
|
|
|
}, |
2016
|
0
|
|
|
|
|
0
|
$mcol, |
2017
|
|
|
|
|
|
|
$mrow, |
2018
|
|
|
|
|
|
|
$tcol, |
2019
|
|
|
|
|
|
|
$trow |
2020
|
|
|
|
|
|
|
); |
2021
|
0
|
0
|
0
|
|
|
0
|
return MOVE_OKAY, $cost if $hits < 1 or !@path; |
2022
|
|
|
|
|
|
|
|
2023
|
0
|
|
|
|
|
0
|
for my $point (@path) { |
2024
|
0
|
|
|
|
|
0
|
my $loc = join ',', $point->@[ PCOL, PROW ]; |
2025
|
0
|
|
|
|
|
0
|
print at(map { MAP_DOFF + $_ } $point->@[ PCOL, PROW ]), '=' |
2026
|
0
|
0
|
|
|
|
0
|
if exists $Visible_Cell{$loc}; |
2027
|
|
|
|
|
|
|
} |
2028
|
0
|
|
|
|
|
0
|
apply_damage($Animates[HERO], 'attackby', $self); |
2029
|
|
|
|
|
|
|
|
2030
|
0
|
|
|
|
|
0
|
$Violent_Sleep_Of_Reason = 1; |
2031
|
|
|
|
|
|
|
|
2032
|
0
|
|
|
|
|
0
|
return MOVE_OKAY, $weap->[W_COST]; |
2033
|
|
|
|
|
|
|
} |
2034
|
|
|
|
|
|
|
|
2035
|
|
|
|
|
|
|
sub use_item { |
2036
|
2
|
|
|
2
|
1
|
6
|
my ($loot, $i, $stash) = @_; |
2037
|
2
|
50
|
66
|
|
|
11
|
if (!($loot->[$i][SPECIES] == GEM or $loot->[$i][SPECIES] == AMULET)) { |
2038
|
0
|
|
|
|
|
0
|
pkc_log_code('0111'); |
2039
|
0
|
|
|
|
|
0
|
return 0; |
2040
|
|
|
|
|
|
|
} |
2041
|
2
|
100
|
|
|
|
5
|
if (defined $stash->[SHIELDUP]) { |
2042
|
1
|
|
|
|
|
3
|
($stash->[SHIELDUP], $loot->[$i]) = ($loot->[$i], $stash->[SHIELDUP]); |
2043
|
|
|
|
|
|
|
} else { |
2044
|
1
|
|
|
|
|
3
|
$stash->[SHIELDUP] = splice $loot->@*, $i, 1; |
2045
|
|
|
|
|
|
|
} |
2046
|
2
|
|
|
|
|
8
|
return 1; |
2047
|
|
|
|
|
|
|
} |
2048
|
|
|
|
|
|
|
|
2049
|
|
|
|
|
|
|
sub veggie_name { |
2050
|
1
|
|
|
1
|
1
|
6
|
my ($veg) = @_; |
2051
|
1
|
|
|
|
|
2
|
my $s; |
2052
|
1
|
50
|
33
|
|
|
8
|
if ($veg->[SPECIES] == GEM or $veg->[SPECIES] == AMULET) { |
2053
|
1
|
|
|
|
|
6
|
$s = sprintf "(%d) %s", $veg->[STASH]->@[ GEM_VALUE, GEM_NAME ]; |
2054
|
|
|
|
|
|
|
} else { |
2055
|
0
|
|
|
|
|
0
|
$s = $Descript{ $veg->[SPECIES] }; |
2056
|
|
|
|
|
|
|
} |
2057
|
1
|
|
|
|
|
4
|
return $s; |
2058
|
|
|
|
|
|
|
} |
2059
|
|
|
|
|
|
|
|
2060
|
|
|
|
|
|
|
sub with_adjacent { |
2061
|
14
|
|
|
14
|
1
|
9466
|
my ($col, $row, $callback) = @_; |
2062
|
14
|
|
|
|
|
44
|
my @pairs = ( -1, -1, -1, 0, -1, 1, 0, -1, 0, 1, 1, -1, 1, 0, 1, 1 ); |
2063
|
14
|
|
|
|
|
29
|
my $max_index = $#pairs; |
2064
|
14
|
|
|
|
|
25
|
my $i = 0; |
2065
|
14
|
|
|
|
|
32
|
while ( $i < $max_index ) { |
2066
|
112
|
|
|
|
|
195
|
my ($ac, $ar) = ($col + $pairs[$i], $row + $pairs[$i+1]); |
2067
|
112
|
100
|
100
|
|
|
491
|
next if $ac < 0 or $ac >= MAP_COLS or $ar < 0 or $ar >= MAP_ROWS; |
|
|
|
100
|
|
|
|
|
|
|
|
100
|
|
|
|
|
2068
|
93
|
|
|
|
|
187
|
$callback->([ $ac, $ar ]); |
2069
|
|
|
|
|
|
|
} continue { |
2070
|
112
|
|
|
|
|
245
|
$i += 2; |
2071
|
|
|
|
|
|
|
} |
2072
|
|
|
|
|
|
|
} |
2073
|
|
|
|
|
|
|
|
2074
|
|
|
|
|
|
|
1; |
2075
|
|
|
|
|
|
|
__END__ |