Refactor step 4. Renames (C breadcrumbs kept in doc comments): doMove→moveHero, beTrapped→springTrap, rndmove→randomStep, doRooms→digRooms, doPassages→digPassages, doMaze→digMaze, chgStr→changeStrength, doRun→startRun, moveStuff→finishMove, turnref→turnRefresh, moveMonst→moveMonster, doChase→chaseStep, setOldch→setOldChar, cansee→canSee, roomin→roomIn, runto→runTo, conn→connectRooms, putpass→putPassage, passnum→numberPassages, numpass→numberPassage, rndPos→randomPos, rndRoom→randomRoom, treasRoom→treasureRoom, accntMaze→accountMaze. All goto/label flows are gone: moveHero uses a retry loop with the PASSGO corner logic extracted into passageTurn; dispatch re-dispatches via a loop; chaseStep re-checks via a loop; saveGame uses a labeled prompt loop. Control flow and RNG call order are unchanged; suite green.
365 lines
7.5 KiB
Go
365 lines
7.5 KiB
Go
package game
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// passages.c — draw the connecting passages.
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// digPassages draws all the passages on a level (passages.c do_passages).
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func (g *RogueGame) digPassages() {
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var (
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isconn [MaxRooms][MaxRooms]bool
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ingraph [MaxRooms]bool
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)
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// starting with one room, connect it to a random adjacent room and
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// then pick a new room to start with.
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roomcount := 1
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r1 := g.rnd(MaxRooms)
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ingraph[r1] = true
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for {
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// find a room to connect with
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j := 0
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r2 := -1
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for i := range MaxRooms {
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if g.data.rdesConn[r1][i] && !ingraph[i] {
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if j++; g.rnd(j) == 0 {
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r2 = i
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}
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}
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}
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if j == 0 {
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// if no adjacent rooms are outside the graph, pick a new room
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// to look from
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for {
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r1 = g.rnd(MaxRooms)
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if ingraph[r1] {
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break
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}
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}
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} else {
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// otherwise, connect new room to the graph, and draw a tunnel
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// to it
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ingraph[r2] = true //nolint:gosec // G602: rnd(MaxRooms) bounded
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g.connectRooms(r1, r2)
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isconn[r1][r2] = true
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isconn[r2][r1] = true //nolint:gosec // G602: rnd(MaxRooms) bounded
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roomcount++
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}
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if roomcount >= MaxRooms {
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break
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}
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}
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// attempt to add passages to the graph a random number of times so that
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// there isn't always just one unique passage through it.
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for roomcount = g.rnd(5); roomcount > 0; roomcount-- {
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r1 = g.rnd(MaxRooms) // a random room to look from
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// find an adjacent room not already connected
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j := 0
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r2 := -1
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for i := range MaxRooms {
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if g.data.rdesConn[r1][i] && !isconn[r1][i] {
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if j++; g.rnd(j) == 0 {
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r2 = i
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}
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}
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}
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// if there is one, connect it and look for the next added passage
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if j != 0 {
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g.connectRooms(r1, r2)
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isconn[r1][r2] = true
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isconn[r2][r1] = true //nolint:gosec // G602: rnd(MaxRooms) bounded
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}
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}
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g.numberPassages()
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}
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// connectRooms draws a corridor from a room in a certain direction
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// (passages.c conn).
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func (g *RogueGame) connectRooms(r1, r2 int) {
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var (
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rm int
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direc byte
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)
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if r1 < r2 {
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rm = r1
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if r1+1 == r2 {
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direc = 'r'
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} else {
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direc = 'd'
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}
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} else {
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rm = r2
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if r2+1 == r1 {
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direc = 'r'
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} else {
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direc = 'd'
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}
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}
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rpf := &g.Level.Rooms[rm]
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// Set up the movement variables, in two cases: first drawing one down.
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var (
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rpt *Room
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del, turnDelta, spos, epos Coord
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distance, turnDistance int
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)
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if direc == 'd' {
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rmt := rm + 3 // room # of dest
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rpt = &g.Level.Rooms[rmt] // room pointer of dest
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del = Coord{X: 0, Y: 1} // direction of move
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spos = rpf.Pos // start of move
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epos = rpt.Pos // end of move
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if !rpf.Flags.Has(Gone) { // if not gone pick door pos
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for {
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spos.X = rpf.Pos.X + g.rnd(rpf.Max.X-2) + 1
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spos.Y = rpf.Pos.Y + rpf.Max.Y - 1
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if !rpf.Flags.Has(Maze) || g.Level.FlagsAt(spos.Y, spos.X).Has(FPassage) {
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break
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}
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}
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}
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if !rpt.Flags.Has(Gone) {
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for {
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epos.X = rpt.Pos.X + g.rnd(rpt.Max.X-2) + 1
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if !rpt.Flags.Has(Maze) || g.Level.FlagsAt(epos.Y, epos.X).Has(FPassage) {
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break
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}
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}
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}
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distance = abs(spos.Y-epos.Y) - 1 // distance to move
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turnDelta.Y = 0 // direction to turn
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if spos.X < epos.X {
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turnDelta.X = 1
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} else {
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turnDelta.X = -1
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}
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turnDistance = abs(spos.X - epos.X) // how far to turn
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} else { // setup for moving right
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rmt := rm + 1
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rpt = &g.Level.Rooms[rmt]
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del = Coord{X: 1, Y: 0}
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spos = rpf.Pos
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epos = rpt.Pos
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if !rpf.Flags.Has(Gone) {
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for {
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spos.X = rpf.Pos.X + rpf.Max.X - 1
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spos.Y = rpf.Pos.Y + g.rnd(rpf.Max.Y-2) + 1
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if !rpf.Flags.Has(Maze) || g.Level.FlagsAt(spos.Y, spos.X).Has(FPassage) {
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break
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}
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}
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}
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if !rpt.Flags.Has(Gone) {
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for {
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epos.Y = rpt.Pos.Y + g.rnd(rpt.Max.Y-2) + 1
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if !rpt.Flags.Has(Maze) || g.Level.FlagsAt(epos.Y, epos.X).Has(FPassage) {
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break
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}
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}
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}
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distance = abs(spos.X-epos.X) - 1
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if spos.Y < epos.Y {
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turnDelta.Y = 1
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} else {
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turnDelta.Y = -1
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}
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turnDelta.X = 0
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turnDistance = abs(spos.Y - epos.Y)
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}
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turnSpot := g.rnd(distance-1) + 1 // where turn starts
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// Draw in the doors on either side of the passage or just put #'s if
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// the rooms are gone.
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if !rpf.Flags.Has(Gone) {
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g.door(rpf, spos)
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} else {
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g.putPassage(spos)
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}
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if !rpt.Flags.Has(Gone) {
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g.door(rpt, epos)
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} else {
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g.putPassage(epos)
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}
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// Get ready to move...
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curr := spos
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for distance > 0 {
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// Move to new position
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curr.X += del.X
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curr.Y += del.Y
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// Check if we are at the turn place, if so do the turn
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if distance == turnSpot {
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for ; turnDistance > 0; turnDistance-- {
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g.putPassage(curr)
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curr.X += turnDelta.X
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curr.Y += turnDelta.Y
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}
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}
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// Continue digging along
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g.putPassage(curr)
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distance--
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}
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curr.X += del.X
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curr.Y += del.Y
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if curr != epos {
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g.msg("warning, connectivity problem on this level")
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}
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}
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// putPassage adds a passage character or secret passage here (passages.c
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// putpass).
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func (g *RogueGame) putPassage(cp Coord) {
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pp := g.Level.At(cp.Y, cp.X)
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pp.Flags.Set(FPassage)
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if g.rnd(10)+1 < g.Depth && g.rnd(40) == 0 {
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pp.Flags.Clear(FReal)
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} else {
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pp.Ch = Passage
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}
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}
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// door adds a door or possibly a secret door; also enters the door in the
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// exits array of the room (passages.c door).
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func (g *RogueGame) door(rm *Room, cp Coord) {
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rm.Exits = append(rm.Exits, cp)
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if rm.Flags.Has(Maze) {
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return
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}
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pp := g.Level.At(cp.Y, cp.X)
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if g.rnd(10)+1 < g.Depth && g.rnd(5) == 0 {
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if cp.Y == rm.Pos.Y || cp.Y == rm.Pos.Y+rm.Max.Y-1 {
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pp.Ch = '-'
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} else {
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pp.Ch = '|'
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}
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pp.Flags.Clear(FReal)
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} else {
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pp.Ch = Door
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}
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}
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// addPass adds the passages to the current window — wizard command
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// (passages.c add_pass).
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func (g *RogueGame) addPass() {
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for y := 1; y < NumLines-1; y++ {
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for x := range NumCols {
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pp := g.Level.At(y, x)
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if pp.Flags.Has(FPassage) || pp.Ch == Door ||
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(!pp.Flags.Has(FReal) && (pp.Ch == '|' || pp.Ch == '-')) {
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ch := pp.Ch
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if pp.Flags.Has(FPassage) {
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ch = Passage
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}
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pp.Flags.Set(FSeen)
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g.move(y, x)
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switch {
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case pp.Monst != nil:
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pp.Monst.OldCh = pp.Ch
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case pp.Flags.Has(FReal):
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g.addch(ch)
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default:
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g.standout()
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if pp.Flags.Has(FPassage) {
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g.addch(Passage)
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} else {
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g.addch(Door)
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}
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g.standend()
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}
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}
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}
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}
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}
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// numberPassages assigns a number to each passageway (passages.c passnum).
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func (g *RogueGame) numberPassages() {
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g.pnum = 0
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g.newpnum = false
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for i := range g.Level.Passages {
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g.Level.Passages[i].Exits = g.Level.Passages[i].Exits[:0]
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}
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for i := range g.Level.Rooms {
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rp := &g.Level.Rooms[i]
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for j := range rp.Exits {
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g.newpnum = true
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g.numberPassage(rp.Exits[j].Y, rp.Exits[j].X)
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}
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}
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}
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// numberPassage numbers a passageway square and its brethren (passages.c
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// numpass).
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func (g *RogueGame) numberPassage(y, x int) {
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if x >= NumCols || x < 0 || y >= NumLines || y <= 0 {
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return
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}
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fp := g.Level.FlagsAt(y, x)
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if fp.Has(FPassNum) {
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return
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}
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if g.newpnum {
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g.pnum++
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g.newpnum = false
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}
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// check to see if it is a door or secret door, i.e., a new exit, or a
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// numerable type of place
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if ch := g.Level.Char(y, x); ch == Door ||
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(!fp.Has(FReal) && (ch == '|' || ch == '-')) {
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rp := &g.Level.Passages[g.pnum]
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rp.Exits = append(rp.Exits, Coord{Y: y, X: x})
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} else if !fp.Has(FPassage) {
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return
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}
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*fp |= PlaceFlags(g.pnum) //nolint:gosec // G115: pnum < MaxPass=13
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// recurse on the surrounding places
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g.numberPassage(y+1, x)
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g.numberPassage(y-1, x)
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g.numberPassage(y, x+1)
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g.numberPassage(y, x-1)
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}
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// abs is C abs() for ints.
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func abs(n int) int {
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if n < 0 {
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return -n
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}
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return n
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}
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