Object.Arm carried four meanings in C (o_arm/o_charges/o_goldval plus
ring bonuses); it is now four fields: ArmorClass, Charges, GoldValue,
and Bonus. Stats.Arm becomes Stats.ArmorClass. The Charges()/GoldVal()
accessor pair is gone.
Damage dice strings ("1x4/1x2") are parsed once into DiceSpec — at
table definition for the bestiary and weapon tables, at creation for
items — instead of re-parsed with atoi on every swing as fight.c
roll_em did. ParseDice preserves the C parse semantics exactly,
including the junk-tolerant "%%%x0" bestiary placeholder and the
"000x0" flytrap reset (regression-tested in dice_test.go); the
flytrap's growing grip becomes DiceSpec{{VfHit, 1}}.
Save format bumps to 5.4.4-go3 (field renames and retypes would
silently zero under gob's match-by-name decoding).
No behavior change; full suite green.
160 lines
4.3 KiB
Go
160 lines
4.3 KiB
Go
package game
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// new_level.c — dig and draw a new level.
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const (
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treasRoomChance = 20 // one chance in TREAS_ROOM for a treasure room
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maxTreas = 10 // maximum number of treasures in a treasure room
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minTreas = 2 // minimum number of treasures in a treasure room
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maxTries = 10 // max number of tries to put down a monster
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)
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// NewLevel digs and draws a new level (new_level.c new_level).
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func (g *RogueGame) NewLevel() {
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p := &g.Player
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p.Flags.Clear(Held) // unhold when you go down just in case
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if g.Depth > g.MaxDepth {
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g.MaxDepth = g.Depth
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}
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// Clean things off from last level
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for i := range g.Level.Places {
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g.Level.Places[i] = Place{Ch: ' ', Flags: FReal}
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}
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g.clear()
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// Free up the monsters on the last level; the objects and their packs
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// go with them (the garbage collector is our free_list).
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g.Level.Monsters = nil
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g.Level.Objects = nil
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g.doRooms() // Draw rooms
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g.doPassages() // Draw passages
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p.NoFood++
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g.putThings() // Place objects (if any)
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// Place the traps
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if g.rnd(10) < g.Depth {
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g.Level.TrapCount = g.rnd(g.Depth/4) + 1
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if g.Level.TrapCount > MaxTraps {
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g.Level.TrapCount = MaxTraps
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}
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for i := g.Level.TrapCount; i > 0; i-- {
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// not only wouldn't it be NICE to have traps in mazes (not
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// that we care about being nice), since the trap number is
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// stored where the passage number is, we can't actually do it.
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var stairs Coord
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for {
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stairs, _ = g.findFloor(nil, 0, false)
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if g.Level.Char(stairs.Y, stairs.X) == Floor {
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break
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}
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}
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sp := g.Level.FlagsAt(stairs.Y, stairs.X)
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sp.Clear(FReal)
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*sp |= PlaceFlags(g.rnd(NumTrapTypes))
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}
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}
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// Place the staircase down.
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stairs, _ := g.findFloor(nil, 0, false)
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g.Level.Stairs = stairs
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g.Level.SetChar(stairs.Y, stairs.X, Stairs)
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g.SeenStairs = false
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for _, tp := range g.Level.Monsters {
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tp.Room = g.roomin(tp.Pos)
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}
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hero, _ := g.findFloor(nil, 0, true)
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p.Pos = hero
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g.enterRoom(hero)
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g.mvaddch(hero.Y, hero.X, PlayerCh)
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if p.On(SenseMonsters) {
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g.turnSee(false)
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}
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if p.On(Hallucinating) {
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g.visuals(0)
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}
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}
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// rndRoom picks a room that is really there (new_level.c rnd_room).
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func (g *RogueGame) rndRoom() int {
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for {
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rm := g.rnd(MaxRooms)
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if !g.Level.Rooms[rm].Flags.Has(Gone) {
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return rm
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}
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}
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}
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// putThings puts potions and scrolls on this level (new_level.c
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// put_things).
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func (g *RogueGame) putThings() {
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// Once you have found the amulet, the only way to get new stuff is to
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// go down into the dungeon.
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if g.HasAmulet && g.Depth < g.MaxDepth {
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return
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}
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// check for treasure rooms, and if so, put it in.
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if g.rnd(treasRoomChance) == 0 {
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g.treasRoom()
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}
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// Do MAXOBJ attempts to put things on a level
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for i := 0; i < MaxObj; i++ {
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if g.rnd(100) < 36 {
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// Pick a new object and link it in the list
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obj := g.newThing()
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attachObj(&g.Level.Objects, obj)
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// Put it somewhere
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obj.Pos, _ = g.findFloor(nil, 0, false)
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g.Level.SetChar(obj.Pos.Y, obj.Pos.X, obj.Kind.Glyph())
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}
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}
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// If he is really deep in the dungeon and he hasn't found the amulet
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// yet, put it somewhere on the ground
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if g.Depth >= AmuletLevel && !g.HasAmulet {
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obj := newObject()
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attachObj(&g.Level.Objects, obj)
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obj.Damage = dice("0x0")
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obj.HurlDmg = dice("0x0")
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obj.ArmorClass = 11
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obj.Kind = KindAmulet
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// Put it somewhere
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obj.Pos, _ = g.findFloor(nil, 0, false)
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g.Level.SetChar(obj.Pos.Y, obj.Pos.X, Amulet)
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}
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}
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// treasRoom adds a treasure room (new_level.c treas_room).
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func (g *RogueGame) treasRoom() {
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rp := &g.Level.Rooms[g.rndRoom()]
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spots := (rp.Max.Y-2)*(rp.Max.X-2) - minTreas
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if spots > maxTreas-minTreas {
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spots = maxTreas - minTreas
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}
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numMonst := g.rnd(spots) + minTreas
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for nm := numMonst; nm > 0; nm-- {
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mp, _ := g.findFloorIn(rp, 2*maxTries, false)
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tp := g.newThing()
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tp.Pos = mp
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attachObj(&g.Level.Objects, tp)
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g.Level.SetChar(mp.Y, mp.X, tp.Kind.Glyph())
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}
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// fill up room with monsters from the next level down
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nm := g.rnd(spots) + minTreas
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if nm < numMonst+2 {
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nm = numMonst + 2
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}
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spots = (rp.Max.Y - 2) * (rp.Max.X - 2)
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if nm > spots {
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nm = spots
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}
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g.Depth++
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for ; nm > 0; nm-- {
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if mp, ok := g.findFloorIn(rp, maxTries, true); ok {
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tp := &Monster{}
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g.newMonster(tp, g.randMonster(false), mp)
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tp.Flags.Set(Mean) // no sloughers in THIS room
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g.givePack(tp)
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}
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}
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g.Depth--
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}
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