go: port command loop, save/restore, tcell terminal, and the binary
- command.c in full: the command dispatcher with repeat counts, run prefixes, ctrl-run door-stop mode, fight-to-death targeting, and all wizard debug commands; search, help, identify, d_level/u_level, call, current - main.c completed: Run()/playit() with the C double ROGUEOPTS parse; exit()-anywhere becomes a gameEnd panic recovered in Run - save.c + state.c: gob SaveState snapshot with explicit pointer-to- index fixups for equipment, monster rooms, and chase targets (the rs_fix_thing role); save file deleted on restore as in C; SIGHUP/ SIGTERM autosave hook - wizard.c completed (create_obj, show_map), passages.c add_pass - term/: tcell/v2 Terminal — the one third-party dependency — replacing curses and mdport's 900-line key decoder; shell escape via suspend - cmd/rogue: flags -s/-d, SEED (wizard), ROGUEOPTS, ROGUE_WIZARD Tests: full scripted sessions through Run (quit, descend stairs, 3200-move crash sweep, save-command round trip). Notable fixes found by tests: gob silently drops embedded fields of unexported types, and --More-- prompts swallow space-free input scripts.
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@@ -50,23 +50,6 @@ func (l *Level) VisibleChar(y, x int) byte {
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return l.Char(y, x)
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}
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// reset clears the per-level state ahead of NewLevel drawing a fresh level.
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func (l *Level) reset() {
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for i := range l.Places {
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l.Places[i] = Place{}
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}
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for i := range l.Rooms {
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l.Rooms[i] = Room{}
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}
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for i := range l.Passages {
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l.Passages[i] = Room{Flags: IsGone | IsDark}
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}
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l.Objects = nil
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l.Monsters = nil
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l.Stairs = Coord{}
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l.NTraps = 0
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}
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// goldCalc is the GOLDCALC macro: how much a gold pile is worth at depth.
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func (g *RogueGame) goldCalc() int {
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return g.rnd(50+10*g.Depth) + 2
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