.golangci.yml is the prompts-repo standard verbatim plus one approved
exception (paralleltest, sneak 2026-07-06). Roughly 1,500 findings
fixed:
- autofix sweep (wsl_v5/nlreturn/intrange/modernize formatting), with
the misspell autofix REVERTED where it rewrote authentic C game text
("missle vanishes" stays, with nolint and a comment)
- error handling: errcheck sites get real handling — saveFile now
closes explicitly and removes corrupt saves, scoreboard writes are
documented best-effort, err113 sentinel errors (ErrSaveOutOfDate,
ErrScreenTooSmall); panics allowed for unrecoverable states per
MEMORY.md policy
- gosec: real fixes (ParseInt for SEED, 0600 scorefile) and justified
per-line nolints for provably-bounded conversions (randomMonsterLetter
helper collapses eight rnd(26)+'A' sites)
- API tidying from linters: pointer receivers on flag types
(recvcheck), msg helpers renamed addmsgf/doaddf/Printwf/MvPrintwf
(goprintffuncname), myExit()/findFloor(monst)/mkGameInput(t) drop
always-constant params (unparam), gameEnd carries no status
- gocritic/staticcheck: if-else chains to switches, the pack.c
inventory filter untangled into matchesFilter, main.go split so
defers run before exit (exitAfterDefer, funlen)
- revive doc comments on all exported flag types/consts/methods
Remaining findings are confined to linters pending sneak's exception
decision (mnd, gochecknoglobals, cyclop, nestif, gocognit, exhaustive,
goconst, testpackage); TODO.md records the state. MEMORY.md added at
repo root as the project's agent working notes.
164 lines
4.1 KiB
Go
164 lines
4.1 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 = min(g.rnd(g.Depth/4)+1, MaxTraps)
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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(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)) //nolint:gosec // G115: 0..7 fits
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}
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}
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// Place the staircase down.
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stairs, _ := g.findFloor(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(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 range MaxObj {
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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(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(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 := min((rp.Max.Y-2)*(rp.Max.X-2)-minTreas, maxTreas-minTreas)
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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 := max(g.rnd(spots)+minTreas, numMonst+2)
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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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