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Index ¶
Constants ¶
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Variables ¶
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var (
ScoreMax = 350
)
Functions ¶
Types ¶
type MeleeMsg ¶
type MeleeMsg []MeleePart
A MeleeMsg is a sequence of parts that combine to form one message
type MeleePart ¶
type MeleePart struct {
Text string
Marker int // -1 = normal text, fWep = weapon, fDef = defender
}
MeleePart is a fragment of a melee message (either a string or fWep/fDef marker)
type MeleeSet ¶
type MeleeSet []MeleeMsg
MeleeSet is a set of alternative messages for one outcome type
type MeleeTable ¶
type MeleeTable [9]MeleeSet
MeleeTable is indexed by BlowRes-1 (Missed=0, Unconscious=1, Killed=2, LightWound=3, HeavyWound=4, Stagger=5, LoseWeapon=6, Hesitate=7, SittingDuck=8)
type VillainEntry ¶
type VillainEntry struct {
Villain *Object
Best *Object // best weapon against this villain
BestAdv int // advantage conferred by best weapon
Prob int // probability of waking if unconscious
Msgs *MeleeTable
}
VillainEntry holds a villain's combat parameters
type ZorkData ¶
type ZorkData struct {
// ---- Game progress ----
Dead bool
Deaths int
WonGame bool
// ---- Misc counters ----
HelloSailor int
IsSprayed bool
FumbleNumber int
FumbleProb int
DescObj *Object
// ---- Dungeon flags ----
TrollFlag bool
CyclopsFlag bool
MagicFlag bool
LowTide bool
DomeFlag bool
EmptyHanded bool
LLDFlag bool
RainbowFlag bool
DeflateFlag bool
CoffinCure bool
GrateRevealed bool
KitchenWindowFlag bool
CageTop bool
RugMoved bool
GrUnlock bool
CycloWrath int
MirrorMung bool
GateFlag bool
GatesOpen bool
WaterLevel int
MatchCount int
EggSolve bool
ThiefHere bool
ThiefEngrossed bool
LoudFlag bool
SingSong bool
BuoyFlag bool
BeachDig int
LightShaft int
LampTableIdx int
CandleTableIdx int
XB bool
XC bool
Deflate bool
LoadAllowed int
LoadMax int
// ---- Combat ----
Villains []*VillainEntry
}
ZorkData holds all Zork I specific mutable state that is not part of the generic engine. Stored in G.GameData during play.
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