Files
rgoue/game/chase.go
sneak a69ef7dc04 go: port dungeon generation, items base, pack, and monster creation
rooms.c, passages.c, new_level.c ported in full: room/maze layout,
corridor spanning tree with extra connections, passage numbering flood
fill, trap/stairs/object placement, treasure rooms. Careful RNG-call
ordering throughout keeps generation seed-faithful to C.

Supporting subsystems this depends on, also ported:
- screen.go: curses replaced by in-memory Window cell buffers behind a
  Terminal interface (tcell arrives with the UI phase; tests run headless)
- io.go: msg/addmsg/endmsg message-line protocol, status line, step_ok
- pack.c in full (add_pack sorting/stacking walk, get_item, inventory)
- things.c in full (inv_name, new_thing, discovery lists, pagination)
- monsters.c in full; chase.c navigation half (roomin/cansee/see_monst/
  find_dest/runto/set_oldch); rings.c, armor.c in full
- weapons.c/sticks.c creation half (init_weapon, fix_stick, num)
- misc.c look() display update, eat, level-up, direction input
- daemons.c callbacks except stomach (needs death()) and the runners
  chase driver (combat phase)
- init.c init_player with the starting kit

Tests: level invariants across seeds, determinism, 30-depth sweep.
2026-07-06 19:05:46 +02:00

139 lines
3.5 KiB
Go

package game
// chase.c — the navigation and visibility half. The chase driver (runners,
// move_monst, do_chase, chase) arrives with the combat phase, since it
// attacks the player and fires dragon bolts.
// setOldch sets the oldch character for the monster (chase.c set_oldch).
func (g *RogueGame) setOldch(tp *Monster, cp Coord) {
if tp.Pos == cp {
return
}
sch := tp.OldCh
tp.OldCh = g.mvinch(cp.Y, cp.X)
if !g.Player.On(IsBlind) {
if (sch == Floor || tp.OldCh == Floor) && tp.Room.Flags.Has(IsDark) {
tp.OldCh = ' '
} else if distCp(cp, g.Player.Pos) <= LampDist && g.Options.SeeFloor {
tp.OldCh = g.Level.Char(cp.Y, cp.X)
}
}
}
// seeMonst returns true if the hero can see the monster (chase.c
// see_monst).
func (g *RogueGame) seeMonst(mp *Monster) bool {
p := &g.Player
if p.On(IsBlind) {
return false
}
if mp.On(IsInvis) && !p.On(CanSee) {
return false
}
y, x := mp.Pos.Y, mp.Pos.X
if distance(y, x, p.Pos.Y, p.Pos.X) < LampDist {
if y != p.Pos.Y && x != p.Pos.X &&
!stepOk(g.Level.Char(y, p.Pos.X)) && !stepOk(g.Level.Char(p.Pos.Y, x)) {
return false
}
return true
}
if mp.Room != p.Room {
return false
}
return !mp.Room.Flags.Has(IsDark)
}
// runto sets a monster running after the hero (chase.c runto).
func (g *RogueGame) runto(runner Coord) {
tp := g.Level.MonsterAt(runner.Y, runner.X)
if tp == nil {
return
}
// Start the beastie running
tp.Flags.Set(IsRun)
tp.Flags.Clear(IsHeld)
tp.Dest = g.findDest(tp)
}
// roomin finds what room some coordinates are in; nil means they aren't in
// any room (chase.c roomin).
func (g *RogueGame) roomin(cp Coord) *Room {
fp := *g.Level.FlagsAt(cp.Y, cp.X)
if fp.Has(FPass) {
return &g.Level.Passages[fp&FPNum]
}
for i := range g.Level.Rooms {
rp := &g.Level.Rooms[i]
if cp.X <= rp.Pos.X+rp.Max.X && rp.Pos.X <= cp.X &&
cp.Y <= rp.Pos.Y+rp.Max.Y && rp.Pos.Y <= cp.Y {
return rp
}
}
g.msg("in some bizarre place (%d, %d)", cp.Y, cp.X)
return nil
}
// diagOk checks to see if a diagonal move is legal (chase.c diag_ok).
func (g *RogueGame) diagOk(sp, ep Coord) bool {
if ep.X < 0 || ep.X >= NumCols || ep.Y <= 0 || ep.Y >= NumLines-1 {
return false
}
if ep.X == sp.X || ep.Y == sp.Y {
return true
}
return stepOk(g.Level.Char(ep.Y, sp.X)) && stepOk(g.Level.Char(sp.Y, ep.X))
}
// cansee returns true if the hero can see a certain coordinate (chase.c
// cansee).
func (g *RogueGame) cansee(y, x int) bool {
p := &g.Player
if p.On(IsBlind) {
return false
}
if distance(y, x, p.Pos.Y, p.Pos.X) < LampDist {
if g.Level.FlagsAt(y, x).Has(FPass) {
if y != p.Pos.Y && x != p.Pos.X &&
!stepOk(g.Level.Char(y, p.Pos.X)) &&
!stepOk(g.Level.Char(p.Pos.Y, x)) {
return false
}
}
return true
}
// We can only see if the hero is in the same room as the coordinate
// and the room is lit, or if it is close.
rer := g.roomin(Coord{X: x, Y: y})
return rer == p.Room && !rer.Flags.Has(IsDark)
}
// findDest finds the proper destination for the monster (chase.c
// find_dest).
func (g *RogueGame) findDest(tp *Monster) *Coord {
prob := monsterTable[tp.Type-'A'].Carry
if prob <= 0 || tp.Room == g.Player.Room || g.seeMonst(tp) {
return &g.Player.Pos
}
for _, obj := range g.Level.Objects {
if obj.Type == Scroll && obj.Which == SScare {
continue
}
if g.roomin(obj.Pos) == tp.Room && g.rnd(100) < prob {
claimed := false
for _, other := range g.Level.Monsters {
if other.Dest == &obj.Pos {
claimed = true
break
}
}
if !claimed {
return &obj.Pos
}
}
}
return &g.Player.Pos
}