digPassages gains pickNeighbor; connectRooms splits into connOrient/connPlanDown/connPlanRight/connEnd/digCorridor around a corridorPlan struct; addPass gains addPassSpot; the shared door/ secret-door predicate becomes hiddenExit. passages.go is complexity-clean. Behavior and RNG call order unchanged.
406 lines
9.1 KiB
Go
406 lines
9.1 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 roomcount < MaxRooms {
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// find a room to connect with
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r2 := g.pickNeighbor(r1, func(i int) bool { return !ingraph[i] })
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if r2 < 0 {
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// if no adjacent rooms are outside the graph, pick a new
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// room 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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continue
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}
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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
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g.connectRooms(r1, r2)
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isconn[r1][r2] = true
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isconn[r2][r1] = true
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roomcount++
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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; if there is one,
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// connect it and look for the next added passage
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r2 := g.pickNeighbor(r1, func(i int) bool { return !isconn[r1][i] })
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if r2 >= 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
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}
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}
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g.numberPassages()
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}
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// pickNeighbor reservoir-picks an adjacent room for which ok holds, or
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// -1 when there is none (passages.c do_passages).
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func (g *RogueGame) pickNeighbor(r1 int, ok func(int) bool) int {
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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] && ok(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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return r2
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}
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// corridorPlan is the movement setup connectRooms computes before it
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// digs (the local variables of passages.c conn).
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type corridorPlan struct {
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rpf, rpt *Room // the rooms being joined
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del Coord // direction of move
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turnDelta Coord // direction to turn
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spos, epos Coord // start and end of move
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distance, turnDistance int // how far to move and to turn
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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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rm, direc := connOrient(r1, r2)
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var plan corridorPlan
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if direc == 'd' {
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plan = g.connPlanDown(rm)
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} else {
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plan = g.connPlanRight(rm)
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}
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turnSpot := g.rnd(plan.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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g.connEnd(plan.rpf, plan.spos)
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g.connEnd(plan.rpt, plan.epos)
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g.digCorridor(plan, turnSpot)
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}
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// connOrient picks the upper-left room of the pair and the digging
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// direction: right for horizontal neighbors, down otherwise (passages.c
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// conn).
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func connOrient(r1, r2 int) (int, byte) {
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rm := min(r1, r2)
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if abs(r1-r2) == 1 {
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return rm, 'r'
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}
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return rm, 'd'
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}
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// connPlanDown sets up the movement variables for a corridor drawn
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// downward (passages.c conn).
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func (g *RogueGame) connPlanDown(rm int) corridorPlan {
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rpf := &g.Level.Rooms[rm]
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rpt := &g.Level.Rooms[rm+3] // room pointer of dest
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plan := corridorPlan{
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rpf: rpf,
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rpt: rpt,
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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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}
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if !rpf.Flags.Has(Gone) { // if not gone pick door pos
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for {
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plan.spos.X = rpf.Pos.X + g.rnd(rpf.Max.X-2) + 1
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plan.spos.Y = rpf.Pos.Y + rpf.Max.Y - 1
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if !rpf.Flags.Has(Maze) ||
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g.Level.FlagsAt(plan.spos.Y, plan.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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plan.epos.X = rpt.Pos.X + g.rnd(rpt.Max.X-2) + 1
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if !rpt.Flags.Has(Maze) ||
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g.Level.FlagsAt(plan.epos.Y, plan.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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plan.distance = abs(plan.spos.Y-plan.epos.Y) - 1 // distance to move
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plan.turnDelta.Y = 0 // direction to turn
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if plan.spos.X < plan.epos.X {
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plan.turnDelta.X = 1
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} else {
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plan.turnDelta.X = -1
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}
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plan.turnDistance = abs(plan.spos.X - plan.epos.X) // how far to turn
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return plan
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}
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// connPlanRight sets up the movement variables for a corridor drawn to
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// the right (passages.c conn).
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func (g *RogueGame) connPlanRight(rm int) corridorPlan {
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rpf := &g.Level.Rooms[rm]
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rpt := &g.Level.Rooms[rm+1]
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plan := corridorPlan{
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rpf: rpf,
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rpt: rpt,
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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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}
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if !rpf.Flags.Has(Gone) {
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for {
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plan.spos.X = rpf.Pos.X + rpf.Max.X - 1
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plan.spos.Y = rpf.Pos.Y + g.rnd(rpf.Max.Y-2) + 1
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if !rpf.Flags.Has(Maze) ||
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g.Level.FlagsAt(plan.spos.Y, plan.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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plan.epos.Y = rpt.Pos.Y + g.rnd(rpt.Max.Y-2) + 1
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if !rpt.Flags.Has(Maze) ||
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g.Level.FlagsAt(plan.epos.Y, plan.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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plan.distance = abs(plan.spos.X-plan.epos.X) - 1
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if plan.spos.Y < plan.epos.Y {
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plan.turnDelta.Y = 1
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} else {
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plan.turnDelta.Y = -1
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}
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plan.turnDelta.X = 0
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plan.turnDistance = abs(plan.spos.Y - plan.epos.Y)
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return plan
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}
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// connEnd draws a corridor end: a door on a real room, a passage square
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// on a gone one (passages.c conn).
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func (g *RogueGame) connEnd(rp *Room, pos Coord) {
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if !rp.Flags.Has(Gone) {
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g.door(rp, pos)
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} else {
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g.putPassage(pos)
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}
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}
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// digCorridor digs from spos to epos, turning at turnSpot (the digging
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// loop of passages.c conn).
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func (g *RogueGame) digCorridor(plan corridorPlan, turnSpot int) {
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curr := plan.spos
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distance := plan.distance
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turnDistance := plan.turnDistance
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for distance > 0 {
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// Move to new position
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curr.X += plan.del.X
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curr.Y += plan.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 += plan.turnDelta.X
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curr.Y += plan.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 += plan.del.X
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curr.Y += plan.del.Y
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if curr != plan.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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g.addPassSpot(g.Level.At(y, x), y, x)
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}
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}
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}
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// addPassSpot shows one passage or door square for the wizard (the loop
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// body of passages.c add_pass).
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func (g *RogueGame) addPassSpot(pp *Place, y, x int) {
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if !pp.Flags.Has(FPassage) && !hiddenExit(pp.Flags, pp.Ch) {
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return
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}
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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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// hiddenExit reports a door, or a secret door still drawn as a wall
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// (passages.c add_pass / numpass).
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func hiddenExit(fp PlaceFlags, ch byte) bool {
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return ch == Door || (!fp.Has(FReal) && (ch == '|' || ch == '-'))
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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 hiddenExit(*fp, g.Level.Char(y, x)) {
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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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