@ticktockbent/rogue-ts 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +21 -0
- package/README.md +175 -0
- package/dist/armor.d.ts +18 -0
- package/dist/armor.d.ts.map +1 -0
- package/dist/armor.js +84 -0
- package/dist/armor.js.map +1 -0
- package/dist/chase.d.ts +15 -0
- package/dist/chase.d.ts.map +1 -0
- package/dist/chase.js +152 -0
- package/dist/chase.js.map +1 -0
- package/dist/command.d.ts +12 -0
- package/dist/command.d.ts.map +1 -0
- package/dist/command.js +761 -0
- package/dist/command.js.map +1 -0
- package/dist/curses.d.ts +102 -0
- package/dist/curses.d.ts.map +1 -0
- package/dist/curses.js +47 -0
- package/dist/curses.js.map +1 -0
- package/dist/daemon.d.ts +43 -0
- package/dist/daemon.d.ts.map +1 -0
- package/dist/daemon.js +116 -0
- package/dist/daemon.js.map +1 -0
- package/dist/daemons.d.ts +47 -0
- package/dist/daemons.d.ts.map +1 -0
- package/dist/daemons.js +194 -0
- package/dist/daemons.js.map +1 -0
- package/dist/fight.d.ts +52 -0
- package/dist/fight.d.ts.map +1 -0
- package/dist/fight.js +508 -0
- package/dist/fight.js.map +1 -0
- package/dist/globals.d.ts +387 -0
- package/dist/globals.d.ts.map +1 -0
- package/dist/globals.js +935 -0
- package/dist/globals.js.map +1 -0
- package/dist/index.d.ts +11 -0
- package/dist/index.d.ts.map +1 -0
- package/dist/index.js +9 -0
- package/dist/index.js.map +1 -0
- package/dist/init.d.ts +30 -0
- package/dist/init.d.ts.map +1 -0
- package/dist/init.js +159 -0
- package/dist/init.js.map +1 -0
- package/dist/io.d.ts +48 -0
- package/dist/io.d.ts.map +1 -0
- package/dist/io.js +248 -0
- package/dist/io.js.map +1 -0
- package/dist/list.d.ts +37 -0
- package/dist/list.d.ts.map +1 -0
- package/dist/list.js +109 -0
- package/dist/list.js.map +1 -0
- package/dist/main.d.ts +23 -0
- package/dist/main.d.ts.map +1 -0
- package/dist/main.js +207 -0
- package/dist/main.js.map +1 -0
- package/dist/misc.d.ts +53 -0
- package/dist/misc.d.ts.map +1 -0
- package/dist/misc.js +296 -0
- package/dist/misc.js.map +1 -0
- package/dist/monsters.d.ts +55 -0
- package/dist/monsters.d.ts.map +1 -0
- package/dist/monsters.js +211 -0
- package/dist/monsters.js.map +1 -0
- package/dist/move.d.ts +23 -0
- package/dist/move.d.ts.map +1 -0
- package/dist/move.js +270 -0
- package/dist/move.js.map +1 -0
- package/dist/new_level.d.ts +17 -0
- package/dist/new_level.d.ts.map +1 -0
- package/dist/new_level.js +173 -0
- package/dist/new_level.js.map +1 -0
- package/dist/pack.d.ts +47 -0
- package/dist/pack.d.ts.map +1 -0
- package/dist/pack.js +359 -0
- package/dist/pack.js.map +1 -0
- package/dist/passages.d.ts +23 -0
- package/dist/passages.d.ts.map +1 -0
- package/dist/passages.js +277 -0
- package/dist/passages.js.map +1 -0
- package/dist/potions.d.ts +13 -0
- package/dist/potions.d.ts.map +1 -0
- package/dist/potions.js +239 -0
- package/dist/potions.js.map +1 -0
- package/dist/rings.d.ts +13 -0
- package/dist/rings.d.ts.map +1 -0
- package/dist/rings.js +173 -0
- package/dist/rings.js.map +1 -0
- package/dist/rip.d.ts +22 -0
- package/dist/rip.d.ts.map +1 -0
- package/dist/rip.js +216 -0
- package/dist/rip.js.map +1 -0
- package/dist/rooms.d.ts +62 -0
- package/dist/rooms.d.ts.map +1 -0
- package/dist/rooms.js +432 -0
- package/dist/rooms.js.map +1 -0
- package/dist/save.d.ts +25 -0
- package/dist/save.d.ts.map +1 -0
- package/dist/save.js +565 -0
- package/dist/save.js.map +1 -0
- package/dist/scrolls.d.ts +13 -0
- package/dist/scrolls.d.ts.map +1 -0
- package/dist/scrolls.js +305 -0
- package/dist/scrolls.js.map +1 -0
- package/dist/sticks.d.ts +9 -0
- package/dist/sticks.d.ts.map +1 -0
- package/dist/sticks.js +379 -0
- package/dist/sticks.js.map +1 -0
- package/dist/things.d.ts +28 -0
- package/dist/things.d.ts.map +1 -0
- package/dist/things.js +307 -0
- package/dist/things.js.map +1 -0
- package/dist/types.d.ts +113 -0
- package/dist/types.d.ts.map +1 -0
- package/dist/types.js +10 -0
- package/dist/types.js.map +1 -0
- package/dist/util.d.ts +36 -0
- package/dist/util.d.ts.map +1 -0
- package/dist/util.js +198 -0
- package/dist/util.js.map +1 -0
- package/dist/weapons.d.ts +22 -0
- package/dist/weapons.d.ts.map +1 -0
- package/dist/weapons.js +185 -0
- package/dist/weapons.js.map +1 -0
- package/package.json +31 -0
package/dist/move.js
ADDED
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/**
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* Hero movement commands.
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* Ported from move.c
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*/
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import { state, NUMCOLS, NUMLINES, FLOOR, PASSAGE, DOOR, TRAP, STAIRS, ISHUH, ISLEVIT, ISHELD, ISWEARING, R_SUSTSTR, R_SUSTARM, SLEEPTIME, BEARTIME, F_PASS, F_REAL, F_TMASK, INDEX, chat, setCh, flat, moat, winat, T_DOOR, T_ARROW, T_SLEEP, T_BEAR, T_TELEP, T_DART, T_RUST, T_MYST, } from "./globals.js";
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import { rnd, spread } from "./util.js";
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import { msg, step_ok, getBackend } from "./io.js";
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import { diag_ok, floor_at, chg_str } from "./misc.js";
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import { enter_room, leave_room, find_floor, roomin } from "./rooms.js";
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/**
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* do_run: Start the hero running.
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*/
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export function do_run(ch) {
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state.running = true;
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state.after = false;
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state.runch = ch;
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}
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/**
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* do_move: Check to see that a move is legal. If it is, handle consequences.
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*/
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export async function do_move(dy, dx) {
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const backend = getBackend();
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const heroPos = state.player.t_pos;
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state.firstmove = false;
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if (state.no_move > 0) {
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state.no_move--;
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await msg("you are still stuck in the bear trap");
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return;
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}
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let nhY;
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let nhX;
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// Do a confused move (maybe)
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if ((state.player.t_flags & ISHUH) && rnd(5) !== 0) {
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const rndPos = rndmove(state.player);
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nhY = rndPos.y;
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nhX = rndPos.x;
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if (nhY === heroPos.y && nhX === heroPos.x) {
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state.after = false;
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state.running = false;
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state.to_death = false;
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return;
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}
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}
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else {
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nhY = heroPos.y + dy;
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nhX = heroPos.x + dx;
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}
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// Check bounds
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if (nhX < 0 || nhX >= NUMCOLS || nhY <= 0 || nhY >= NUMLINES - 1) {
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state.running = false;
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state.after = false;
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return;
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}
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// Check diagonal movement
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if (!diag_ok(heroPos, { y: nhY, x: nhX })) {
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state.after = false;
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state.running = false;
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return;
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}
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if (state.running && nhY === heroPos.y && nhX === heroPos.x) {
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state.after = false;
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state.running = false;
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}
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const fl = flat(nhY, nhX);
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let ch = winat(nhY, nhX);
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// Check for hidden traps
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if (!(fl & F_REAL) && ch === FLOOR) {
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if (!(state.player.t_flags & ISLEVIT)) {
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setCh(nhY, nhX, TRAP);
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const pp = INDEX(nhY, nhX);
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pp.p_flags |= F_REAL;
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ch = TRAP;
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}
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}
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else if ((state.player.t_flags & ISHELD) && ch !== "F") {
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await msg("you are being held");
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return;
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}
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switch (ch) {
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case " ":
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case "|":
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case "-":
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state.running = false;
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state.after = false;
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break;
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case DOOR:
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state.running = false;
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if (flat(heroPos.y, heroPos.x) & F_PASS) {
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enter_room({ y: nhY, x: nhX });
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}
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doMoveStuff(nhY, nhX, fl);
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break;
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case TRAP:
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await be_trapped({ y: nhY, x: nhX });
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doMoveStuff(nhY, nhX, fl);
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break;
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case PASSAGE:
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state.player.t_room = roomin(heroPos);
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doMoveStuff(nhY, nhX, fl);
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break;
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case FLOOR:
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if (!(fl & F_REAL)) {
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await be_trapped(heroPos);
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}
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doMoveStuff(nhY, nhX, fl);
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break;
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case STAIRS:
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state.seenstairs = true;
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state.running = false;
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// Don't set state.take for stairs (no auto-pickup)
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doMoveStuff(nhY, nhX, fl);
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break;
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default:
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state.running = false;
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// Check if it's a monster
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if ((ch >= "A" && ch <= "Z") || moat(nhY, nhX) !== null) {
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// fight — simplified for Phase 6 milestone
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const { fight } = await import("./fight.js");
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await fight({ y: nhY, x: nhX }, state.cur_weapon, false);
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}
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else {
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if (ch !== STAIRS) {
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state.take = ch;
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}
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doMoveStuff(nhY, nhX, fl);
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}
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break;
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}
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}
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/**
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* doMoveStuff: Handle the actual position update after a valid move.
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*/
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function doMoveStuff(nhY, nhX, fl) {
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const backend = getBackend();
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const heroPos = state.player.t_pos;
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// Erase hero from old position
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backend.mvaddch(heroPos.y, heroPos.x, floor_at().charCodeAt(0));
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// Check if leaving a room
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if ((fl & F_PASS) && chat(state.oldpos.y, state.oldpos.x) === DOOR) {
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leave_room({ y: nhY, x: nhX });
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}
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// Update hero position
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state.oldpos.y = heroPos.y;
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state.oldpos.x = heroPos.x;
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heroPos.y = nhY;
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heroPos.x = nhX;
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}
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/**
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* be_trapped: Handle trap effects.
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* Simplified for Phase 6 milestone.
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*/
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export async function be_trapped(tc) {
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// Levitating players don't trigger traps
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if (state.player.t_flags & ISLEVIT)
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return "";
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const fl = flat(tc.y, tc.x);
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const trapType = fl & F_TMASK;
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switch (trapType) {
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case T_DOOR: // Trapdoor
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state.level++;
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state._newLevel = true;
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await msg("you fell into a trap!");
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return String.fromCharCode(T_DOOR);
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case T_ARROW: { // Arrow trap
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const arrowDmg = roll(1, 6);
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if (state.player.t_stats.s_hpt > arrowDmg) {
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await msg("oh no! An arrow shot you");
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}
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else {
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await msg("an arrow killed you");
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}
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state.player.t_stats.s_hpt -= arrowDmg;
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break;
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}
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case T_SLEEP: // Sleeping gas
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await msg("a strange white mist envelops you and you fall asleep");
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state.no_command += spread(SLEEPTIME);
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if (state.no_command < 0)
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state.no_command = 0;
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break;
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case T_BEAR: // Bear trap
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state.no_move += spread(BEARTIME);
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if (state.no_move < 0)
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state.no_move = 0;
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await msg("you are caught in a bear trap");
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break;
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case T_TELEP: { // Teleport trap
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const backend = getBackend();
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// Erase hero from old position
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backend.mvaddch(state.player.t_pos.y, state.player.t_pos.x, floor_at().charCodeAt(0));
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// Teleport to random location
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find_floor(null, state.player.t_pos, false, true);
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enter_room(state.player.t_pos);
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await msg("teleport!");
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return String.fromCharCode(T_TELEP);
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}
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case T_DART: { // Poison dart
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const dartDmg = roll(1, 4);
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state.player.t_stats.s_hpt -= dartDmg;
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if (!ISWEARING(R_SUSTSTR) && !save_throw(0, state.player)) {
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chg_str(-1);
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}
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await msg("a small dart just hit you in the shoulder");
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break;
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}
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case T_RUST: // Rust trap
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await msg("a gush of water hits you on the head");
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rust_armor();
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break;
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case T_MYST: // Mysterious trap
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await msg("you hear a strange humming");
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break;
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}
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return "";
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}
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/**
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* rust_armor: Rust the player's armor from trap.
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*/
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function rust_armor() {
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if (state.cur_armor === null || state.cur_armor._kind !== "object")
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return;
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if (ISWEARING(R_SUSTARM))
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return;
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const armor = state.cur_armor;
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225
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if (armor.o_flags & 0o40)
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226
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return; // ISPROT
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armor.o_arm++;
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228
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if (armor.o_arm > 9)
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armor.o_arm = 9;
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}
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231
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/**
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232
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* save_throw: Check for a saving throw (local for traps).
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*/
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234
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function save_throw(which, tp) {
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235
|
+
const need = 14 - Math.floor(tp.t_stats.s_lvl / 2);
|
|
236
|
+
return roll(1, 20) >= need - which;
|
|
237
|
+
}
|
|
238
|
+
function roll(number, sides) {
|
|
239
|
+
let total = 0;
|
|
240
|
+
for (let i = 0; i < number; i++) {
|
|
241
|
+
total += rnd(sides) + 1;
|
|
242
|
+
}
|
|
243
|
+
return total;
|
|
244
|
+
}
|
|
245
|
+
/**
|
|
246
|
+
* rndmove: Pick a random valid move for a confused creature.
|
|
247
|
+
*/
|
|
248
|
+
export function rndmove(who) {
|
|
249
|
+
const heroPos = who.t_pos;
|
|
250
|
+
const possibleMoves = [];
|
|
251
|
+
for (let dy = -1; dy <= 1; dy++) {
|
|
252
|
+
for (let dx = -1; dx <= 1; dx++) {
|
|
253
|
+
const ny = heroPos.y + dy;
|
|
254
|
+
const nx = heroPos.x + dx;
|
|
255
|
+
if (ny <= 0 || ny >= NUMLINES - 1 || nx < 0 || nx >= NUMCOLS)
|
|
256
|
+
continue;
|
|
257
|
+
if (!diag_ok(heroPos, { y: ny, x: nx }))
|
|
258
|
+
continue;
|
|
259
|
+
const ch = winat(ny, nx);
|
|
260
|
+
if (step_ok(ch)) {
|
|
261
|
+
possibleMoves.push({ y: ny, x: nx });
|
|
262
|
+
}
|
|
263
|
+
}
|
|
264
|
+
}
|
|
265
|
+
if (possibleMoves.length === 0) {
|
|
266
|
+
return { y: heroPos.y, x: heroPos.x };
|
|
267
|
+
}
|
|
268
|
+
return possibleMoves[rnd(possibleMoves.length)];
|
|
269
|
+
}
|
|
270
|
+
//# sourceMappingURL=move.js.map
|
package/dist/move.js.map
ADDED
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"move.js","sourceRoot":"","sources":["../src/move.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAGH,OAAO,EACL,KAAK,EAAE,OAAO,EAAE,QAAQ,EACxB,KAAK,EAAE,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,EAClC,KAAK,EAAE,OAAO,EAAE,MAAM,EACtB,SAAS,EAAE,SAAS,EAAE,SAAS,EAC/B,SAAS,EAAE,QAAQ,EACnB,MAAM,EAAE,MAAM,EAAU,OAAO,EAC/B,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAW,IAAI,EAAE,KAAK,EAC9C,MAAM,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAElE,MAAM,cAAc,CAAC;AACtB,OAAO,EAAE,GAAG,EAAM,MAAM,EAAE,MAAM,WAAW,CAAC;AAC5C,OAAO,EAAE,GAAG,EAAE,OAAO,EAAE,UAAU,EAAE,MAAM,SAAS,CAAC;AACnD,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACvD,OAAO,EAAE,UAAU,EAAE,UAAU,EAAE,UAAU,EAAE,MAAM,EAAE,MAAM,YAAY,CAAC;AAExE;;GAEG;AACH,MAAM,UAAU,MAAM,CAAC,EAAU;IAC/B,KAAK,CAAC,OAAO,GAAG,IAAI,CAAC;IACrB,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC;IACpB,KAAK,CAAC,KAAK,GAAG,EAAE,CAAC;AACnB,CAAC;AAED;;GAEG;AACH,MAAM,CAAC,KAAK,UAAU,OAAO,CAAC,EAAU,EAAE,EAAU;IAClD,MAAM,OAAO,GAAG,UAAU,EAAE,CAAC;IAC7B,MAAM,OAAO,GAAG,KAAK,CAAC,MAAM,CAAC,KAAK,CAAC;IAEnC,KAAK,CAAC,SAAS,GAAG,KAAK,CAAC;IACxB,IAAI,KAAK,CAAC,OAAO,GAAG,CAAC,EAAE,CAAC;QACtB,KAAK,CAAC,OAAO,EAAE,CAAC;QAChB,MAAM,GAAG,CAAC,sCAAsC,CAAC,CAAC;QAClD,OAAO;IACT,CAAC;IAED,IAAI,GAAW,CAAC;IAChB,IAAI,GAAW,CAAC;IAEhB,6BAA6B;IAC7B,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,OAAO,GAAG,KAAK,CAAC,IAAI,GAAG,CAAC,CAAC,CAAC,KAAK,CAAC,EAAE,CAAC;QACnD,MAAM,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC;QACrC,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC;QACf,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC;QACf,IAAI,GAAG,KAAK,OAAO,CAAC,CAAC,IAAI,GAAG,KAAK,OAAO,CAAC,CAAC,EAAE,CAAC;YAC3C,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC;YACpB,KAAK,CAAC,OAAO,GAAG,KAAK,CAAC;YACtB,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC;YACvB,OAAO;QACT,CAAC;IACH,CAAC;SAAM,CAAC;QACN,GAAG,GAAG,OAAO,CAAC,CAAC,GAAG,EAAE,CAAC;QACrB,GAAG,GAAG,OAAO,CAAC,CAAC,GAAG,EAAE,CAAC;IACvB,CAAC;IAED,eAAe;IACf,IAAI,GAAG,GAAG,CAAC,IAAI,GAAG,IAAI,OAAO,IAAI,GAAG,IAAI,CAAC,IAAI,GAAG,IAAI,QAAQ,GAAG,CAAC,EAAE,CAAC;QACjE,KAAK,CAAC,OAAO,GAAG,KAAK,CAAC;QACtB,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC;QACpB,OAAO;IACT,CAAC;IAED,0BAA0B;IAC1B,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC;QAC1C,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC;QACpB,KAAK,CAAC,OAAO,GAAG,KAAK,CAAC;QACtB,OAAO;IACT,CAAC;IAED,IAAI,KAAK,CAAC,OAAO,IAAI,GAAG,KAAK,OAAO,CAAC,CAAC,IAAI,GAAG,KAAK,OAAO,CAAC,CAAC,EAAE,CAAC;QAC5D,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC;QACpB,KAAK,CAAC,OAAO,GAAG,KAAK,CAAC;IACxB,CAAC;IAED,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;IAC1B,IAAI,EAAE,GAAG,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;IAEzB,yBAAyB;IACzB,IAAI,CAAC,CAAC,EAAE,GAAG,MAAM,CAAC,IAAI,EAAE,KAAK,KAAK,EAAE,CAAC;QACnC,IAAI,CAAC,CAAC,KAAK,CAAC,MAAM,CAAC,OAAO,GAAG,OAAO,CAAC,EAAE,CAAC;YACtC,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,IAAI,CAAC,CAAC;YACtB,MAAM,EAAE,GAAG,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;YAC3B,EAAE,CAAC,OAAO,IAAI,MAAM,CAAC;YACrB,EAAE,GAAG,IAAI,CAAC;QACZ,CAAC;IACH,CAAC;SAAM,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,OAAO,GAAG,MAAM,CAAC,IAAI,EAAE,KAAK,GAAG,EAAE,CAAC;QACzD,MAAM,GAAG,CAAC,oBAAoB,CAAC,CAAC;QAChC,OAAO;IACT,CAAC;IAED,QAAQ,EAAE,EAAE,CAAC;QACX,KAAK,GAAG,CAAC;QACT,KAAK,GAAG,CAAC;QACT,KAAK,GAAG;YACN,KAAK,CAAC,OAAO,GAAG,KAAK,CAAC;YACtB,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC;YACpB,MAAM;QAER,KAAK,IAAI;YACP,KAAK,CAAC,OAAO,GAAG,KAAK,CAAC;YACtB,IAAI,IAAI,CAAC,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,GAAG,MAAM,EAAE,CAAC;gBACxC,UAAU,CAAC,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC;YACjC,CAAC;YACD,WAAW,CAAC,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC,CAAC;YAC1B,MAAM;QAER,KAAK,IAAI;YACP,MAAM,UAAU,CAAC,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC;YACrC,WAAW,CAAC,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC,CAAC;YAC1B,MAAM;QAER,KAAK,OAAO;YACV,KAAK,CAAC,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC,OAAO,CAAC,CAAC;YACtC,WAAW,CAAC,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC,CAAC;YAC1B,MAAM;QAER,KAAK,KAAK;YACR,IAAI,CAAC,CAAC,EAAE,GAAG,MAAM,CAAC,EAAE,CAAC;gBACnB,MAAM,UAAU,CAAC,OAAO,CAAC,CAAC;YAC5B,CAAC;YACD,WAAW,CAAC,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC,CAAC;YAC1B,MAAM;QAER,KAAK,MAAM;YACT,KAAK,CAAC,UAAU,GAAG,IAAI,CAAC;YACxB,KAAK,CAAC,OAAO,GAAG,KAAK,CAAC;YACtB,mDAAmD;YACnD,WAAW,CAAC,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC,CAAC;YAC1B,MAAM;QAER;YACE,KAAK,CAAC,OAAO,GAAG,KAAK,CAAC;YACtB,0BAA0B;YAC1B,IAAI,CAAC,EAAE,IAAI,GAAG,IAAI,EAAE,IAAI,GAAG,CAAC,IAAI,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,KAAK,IAAI,EAAE,CAAC;gBACxD,2CAA2C;gBAC3C,MAAM,EAAE,KAAK,EAAE,GAAG,MAAM,MAAM,CAAC,YAAY,CAAC,CAAC;gBAC7C,MAAM,KAAK,CAAC,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,KAAK,CAAC,UAAU,EAAE,KAAK,CAAC,CAAC;YAC3D,CAAC;iBAAM,CAAC;gBACN,IAAI,EAAE,KAAK,MAAM,EAAE,CAAC;oBAClB,KAAK,CAAC,IAAI,GAAG,EAAE,CAAC;gBAClB,CAAC;gBACD,WAAW,CAAC,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC,CAAC;YAC5B,CAAC;YACD,MAAM;IACV,CAAC;AACH,CAAC;AAED;;GAEG;AACH,SAAS,WAAW,CAAC,GAAW,EAAE,GAAW,EAAE,EAAU;IACvD,MAAM,OAAO,GAAG,UAAU,EAAE,CAAC;IAC7B,MAAM,OAAO,GAAG,KAAK,CAAC,MAAM,CAAC,KAAK,CAAC;IAEnC,+BAA+B;IAC/B,OAAO,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,QAAQ,EAAE,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;IAEhE,0BAA0B;IAC1B,IAAI,CAAC,EAAE,GAAG,MAAM,CAAC,IAAI,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,EAAE,KAAK,CAAC,MAAM,CAAC,CAAC,CAAC,KAAK,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|
|
@@ -0,0 +1,17 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Level generation.
|
|
3
|
+
* Ported from new_level.c
|
|
4
|
+
*/
|
|
5
|
+
/**
|
|
6
|
+
* new_level: Dig and draw a new level.
|
|
7
|
+
*/
|
|
8
|
+
export declare function new_level(): void;
|
|
9
|
+
/**
|
|
10
|
+
* put_things: Put potions, scrolls, and other items on this level.
|
|
11
|
+
*/
|
|
12
|
+
export declare function put_things(): void;
|
|
13
|
+
/**
|
|
14
|
+
* treas_room: Add a treasure room.
|
|
15
|
+
*/
|
|
16
|
+
export declare function treas_room(): void;
|
|
17
|
+
//# sourceMappingURL=new_level.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"new_level.d.ts","sourceRoot":"","sources":["../src/new_level.ts"],"names":[],"mappings":"AAAA;;;GAGG;AA0BH;;GAEG;AACH,wBAAgB,SAAS,IAAI,IAAI,CAiFhC;AAED;;GAEG;AACH,wBAAgB,UAAU,IAAI,IAAI,CAyCjC;AAED;;GAEG;AACH,wBAAgB,UAAU,IAAI,IAAI,CA2CjC"}
|
|
@@ -0,0 +1,173 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Level generation.
|
|
3
|
+
* Ported from new_level.c
|
|
4
|
+
*/
|
|
5
|
+
import { state, MAXOBJ, MAXTRAPS, AMULETLEVEL, NTRAPS, ISHELD, ISMEAN, SEEMONST, FLOOR, STAIRS, AMULET, PLAYER, F_REAL, INDEX, chat, setCh, } from "./globals.js";
|
|
6
|
+
import { rnd } from "./util.js";
|
|
7
|
+
import { _attach, _free_list, new_item } from "./list.js";
|
|
8
|
+
import { do_rooms, find_floor, rnd_room, enter_room } from "./rooms.js";
|
|
9
|
+
import { do_passages } from "./passages.js";
|
|
10
|
+
import { new_thing } from "./things.js";
|
|
11
|
+
import { new_monster_thing } from "./list.js";
|
|
12
|
+
import { new_monster, randmonster, give_pack } from "./monsters.js";
|
|
13
|
+
import { roomin } from "./rooms.js";
|
|
14
|
+
import { getBackend } from "./io.js";
|
|
15
|
+
const TREAS_ROOM = 20;
|
|
16
|
+
const MAXTREAS = 10;
|
|
17
|
+
const MINTREAS = 2;
|
|
18
|
+
const MAXTRIES = 10;
|
|
19
|
+
/**
|
|
20
|
+
* new_level: Dig and draw a new level.
|
|
21
|
+
*/
|
|
22
|
+
export function new_level() {
|
|
23
|
+
const backend = getBackend();
|
|
24
|
+
// Unhold when you go down, clear SEEMONST
|
|
25
|
+
state.player.t_flags &= ~ISHELD;
|
|
26
|
+
state.player.t_flags &= ~SEEMONST;
|
|
27
|
+
if (state.level > state.max_level) {
|
|
28
|
+
state.max_level = state.level;
|
|
29
|
+
}
|
|
30
|
+
// Clear places for a new level
|
|
31
|
+
for (const pp of state.places) {
|
|
32
|
+
pp.p_ch = " ";
|
|
33
|
+
pp.p_flags = F_REAL;
|
|
34
|
+
pp.p_monst = null;
|
|
35
|
+
}
|
|
36
|
+
backend.clear();
|
|
37
|
+
// Free up monsters from last level
|
|
38
|
+
let tp = state.mlist;
|
|
39
|
+
while (tp !== null) {
|
|
40
|
+
if (tp._kind === "monster" && tp.t_pack !== null) {
|
|
41
|
+
const packHead = { head: tp.t_pack };
|
|
42
|
+
_free_list(packHead);
|
|
43
|
+
tp.t_pack = packHead.head;
|
|
44
|
+
}
|
|
45
|
+
tp = tp.l_next;
|
|
46
|
+
}
|
|
47
|
+
const mlistHead = { head: state.mlist };
|
|
48
|
+
_free_list(mlistHead);
|
|
49
|
+
state.mlist = mlistHead.head;
|
|
50
|
+
// Throw away stuff left on previous level
|
|
51
|
+
const lvlObjHead = { head: state.lvl_obj };
|
|
52
|
+
_free_list(lvlObjHead);
|
|
53
|
+
state.lvl_obj = lvlObjHead.head;
|
|
54
|
+
do_rooms();
|
|
55
|
+
do_passages();
|
|
56
|
+
state.no_food++;
|
|
57
|
+
put_things();
|
|
58
|
+
// Place the traps
|
|
59
|
+
if (rnd(10) < state.level) {
|
|
60
|
+
state.ntraps = rnd(Math.floor(state.level / 4)) + 1;
|
|
61
|
+
if (state.ntraps > MAXTRAPS) {
|
|
62
|
+
state.ntraps = MAXTRAPS;
|
|
63
|
+
}
|
|
64
|
+
let trapCount = state.ntraps;
|
|
65
|
+
while (trapCount-- > 0) {
|
|
66
|
+
// Don't place traps in mazes
|
|
67
|
+
do {
|
|
68
|
+
find_floor(null, state.stairs, false, false);
|
|
69
|
+
} while (chat(state.stairs.y, state.stairs.x) !== FLOOR);
|
|
70
|
+
const pp = INDEX(state.stairs.y, state.stairs.x);
|
|
71
|
+
pp.p_flags &= ~F_REAL;
|
|
72
|
+
pp.p_flags |= rnd(NTRAPS);
|
|
73
|
+
}
|
|
74
|
+
}
|
|
75
|
+
// Place the staircase
|
|
76
|
+
find_floor(null, state.stairs, false, false);
|
|
77
|
+
setCh(state.stairs.y, state.stairs.x, STAIRS);
|
|
78
|
+
state.seenstairs = false;
|
|
79
|
+
// Assign rooms to all monsters
|
|
80
|
+
tp = state.mlist;
|
|
81
|
+
while (tp !== null) {
|
|
82
|
+
if (tp._kind === "monster") {
|
|
83
|
+
tp.t_room = roomin(tp.t_pos);
|
|
84
|
+
}
|
|
85
|
+
tp = tp.l_next;
|
|
86
|
+
}
|
|
87
|
+
// Place the hero
|
|
88
|
+
find_floor(null, state.player.t_pos, false, true);
|
|
89
|
+
enter_room(state.player.t_pos);
|
|
90
|
+
backend.mvaddch(state.player.t_pos.y, state.player.t_pos.x, PLAYER.charCodeAt(0));
|
|
91
|
+
}
|
|
92
|
+
/**
|
|
93
|
+
* put_things: Put potions, scrolls, and other items on this level.
|
|
94
|
+
*/
|
|
95
|
+
export function put_things() {
|
|
96
|
+
// If the amulet has been found and we're above max level, no new stuff
|
|
97
|
+
if (state.amulet && state.level < state.max_level) {
|
|
98
|
+
return;
|
|
99
|
+
}
|
|
100
|
+
// Check for treasure rooms
|
|
101
|
+
if (rnd(TREAS_ROOM) === 0) {
|
|
102
|
+
treas_room();
|
|
103
|
+
}
|
|
104
|
+
// Do MAXOBJ attempts to put things on a level
|
|
105
|
+
for (let i = 0; i < MAXOBJ; i++) {
|
|
106
|
+
if (rnd(100) < 36) {
|
|
107
|
+
const obj = new_thing();
|
|
108
|
+
const listHead = { head: state.lvl_obj };
|
|
109
|
+
_attach(listHead, obj);
|
|
110
|
+
state.lvl_obj = listHead.head;
|
|
111
|
+
find_floor(null, obj.o_pos, false, false);
|
|
112
|
+
setCh(obj.o_pos.y, obj.o_pos.x, String.fromCharCode(obj.o_type));
|
|
113
|
+
}
|
|
114
|
+
}
|
|
115
|
+
// If deep enough and no amulet yet, place it
|
|
116
|
+
if (state.level >= AMULETLEVEL && !state.amulet) {
|
|
117
|
+
const obj = new_item();
|
|
118
|
+
const listHead = { head: state.lvl_obj };
|
|
119
|
+
_attach(listHead, obj);
|
|
120
|
+
state.lvl_obj = listHead.head;
|
|
121
|
+
obj.o_hplus = 0;
|
|
122
|
+
obj.o_dplus = 0;
|
|
123
|
+
obj.o_damage = "0x0";
|
|
124
|
+
obj.o_hurldmg = "0x0";
|
|
125
|
+
obj.o_arm = 11;
|
|
126
|
+
obj.o_type = AMULET.charCodeAt(0);
|
|
127
|
+
find_floor(null, obj.o_pos, false, false);
|
|
128
|
+
setCh(obj.o_pos.y, obj.o_pos.x, AMULET);
|
|
129
|
+
}
|
|
130
|
+
}
|
|
131
|
+
/**
|
|
132
|
+
* treas_room: Add a treasure room.
|
|
133
|
+
*/
|
|
134
|
+
export function treas_room() {
|
|
135
|
+
const rp = state.rooms[rnd_room()];
|
|
136
|
+
let spots = (rp.r_max.y - 2) * (rp.r_max.x - 2) - MINTREAS;
|
|
137
|
+
if (spots > MAXTREAS - MINTREAS) {
|
|
138
|
+
spots = MAXTREAS - MINTREAS;
|
|
139
|
+
}
|
|
140
|
+
const numMonst = rnd(spots) + MINTREAS;
|
|
141
|
+
let nm = numMonst;
|
|
142
|
+
const mp = { x: 0, y: 0 };
|
|
143
|
+
// Place treasures
|
|
144
|
+
while (nm-- > 0) {
|
|
145
|
+
find_floor(rp, mp, 2 * MAXTRIES, false);
|
|
146
|
+
const obj = new_thing();
|
|
147
|
+
obj.o_pos = { x: mp.x, y: mp.y };
|
|
148
|
+
const listHead = { head: state.lvl_obj };
|
|
149
|
+
_attach(listHead, obj);
|
|
150
|
+
state.lvl_obj = listHead.head;
|
|
151
|
+
setCh(mp.y, mp.x, String.fromCharCode(obj.o_type));
|
|
152
|
+
}
|
|
153
|
+
// Fill room with monsters from the next level down
|
|
154
|
+
nm = rnd(spots) + MINTREAS;
|
|
155
|
+
if (nm < numMonst + 2) {
|
|
156
|
+
nm = numMonst + 2;
|
|
157
|
+
}
|
|
158
|
+
spots = (rp.r_max.y - 2) * (rp.r_max.x - 2);
|
|
159
|
+
if (nm > spots) {
|
|
160
|
+
nm = spots;
|
|
161
|
+
}
|
|
162
|
+
state.level++;
|
|
163
|
+
while (nm-- > 0) {
|
|
164
|
+
if (find_floor(rp, mp, MAXTRIES, true)) {
|
|
165
|
+
const monsterThing = new_monster_thing();
|
|
166
|
+
new_monster(monsterThing, randmonster(false), mp);
|
|
167
|
+
monsterThing.t_flags |= ISMEAN;
|
|
168
|
+
give_pack(monsterThing);
|
|
169
|
+
}
|
|
170
|
+
}
|
|
171
|
+
state.level--;
|
|
172
|
+
}
|
|
173
|
+
//# sourceMappingURL=new_level.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|
package/dist/pack.d.ts
ADDED
|
@@ -0,0 +1,47 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Pack (inventory) management.
|
|
3
|
+
* Ported from pack.c — simplified for Phase 6 milestone.
|
|
4
|
+
*/
|
|
5
|
+
import type { Thing, GameObj, Coord } from "./types.js";
|
|
6
|
+
/**
|
|
7
|
+
* add_pack: Add an item to the hero's pack.
|
|
8
|
+
*/
|
|
9
|
+
export declare function add_pack(obj: GameObj, silent: boolean): Promise<void>;
|
|
10
|
+
/**
|
|
11
|
+
* pick_up: Pick up an object at the hero's location.
|
|
12
|
+
*/
|
|
13
|
+
export declare function pick_up(ch: string): Promise<void>;
|
|
14
|
+
/**
|
|
15
|
+
* money: Handle picking up gold.
|
|
16
|
+
*/
|
|
17
|
+
export declare function money(): Promise<void>;
|
|
18
|
+
/**
|
|
19
|
+
* inventory: Display the player's inventory.
|
|
20
|
+
*/
|
|
21
|
+
export declare function inventory(list: Thing | null, type: number): Promise<boolean>;
|
|
22
|
+
/**
|
|
23
|
+
* get_item: Get an item from the pack by letter.
|
|
24
|
+
*/
|
|
25
|
+
export declare function get_item(purpose: string, type: number): Promise<GameObj | null>;
|
|
26
|
+
/**
|
|
27
|
+
* leave_pack: Take an item out of the pack.
|
|
28
|
+
* If count > 1 and !all, splits off one copy.
|
|
29
|
+
*/
|
|
30
|
+
export declare function leave_pack(obj: GameObj, newpack: boolean, all: boolean): GameObj;
|
|
31
|
+
/**
|
|
32
|
+
* dropcheck: Check if an item can be dropped/thrown. Unequips if needed.
|
|
33
|
+
*/
|
|
34
|
+
export declare function dropcheck(obj: GameObj): Promise<boolean>;
|
|
35
|
+
/**
|
|
36
|
+
* fallpos: Find an adjacent empty position for a dropped/thrown item.
|
|
37
|
+
*/
|
|
38
|
+
export declare function fallpos(pos: Coord, newpos: Coord): boolean;
|
|
39
|
+
/**
|
|
40
|
+
* drop: The drop command — drop an item from the pack.
|
|
41
|
+
*/
|
|
42
|
+
export declare function drop(): Promise<void>;
|
|
43
|
+
/**
|
|
44
|
+
* eat: Eat food from the pack.
|
|
45
|
+
*/
|
|
46
|
+
export declare function eat(): Promise<void>;
|
|
47
|
+
//# sourceMappingURL=pack.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|