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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@@ -1,8 +1,96 @@
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package game
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// wizard.c — special wizard commands, some of which are also non-wizard
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// commands under strange circumstances. The MASTER-only debug commands
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// (create_obj, show_map) arrive with the UI phase.
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// commands under strange circumstances. The DES password check is not
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// ported: wizard mode is enabled by configuration instead.
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// createObj is the wizard command for getting anything he wants (wizard.c
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// create_obj).
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func (g *RogueGame) createObj() {
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obj := newObject()
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g.msg("type of item: ")
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obj.Type = g.readchar()
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g.Msgs.Mpos = 0
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g.msg("which %c do you want? (0-f)", obj.Type)
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ch := g.readchar()
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if isDigit(ch) {
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obj.Which = int(ch - '0')
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} else {
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obj.Which = int(ch-'a') + 10
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}
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obj.Group = 0
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obj.Count = 1
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g.Msgs.Mpos = 0
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switch {
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case obj.Type == Weapon || obj.Type == Armor:
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g.msg("blessing? (+,-,n)")
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bless := g.readchar()
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g.Msgs.Mpos = 0
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if bless == '-' {
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obj.Flags.Set(IsCursed)
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}
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if obj.Type == Weapon {
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g.initWeapon(obj, obj.Which)
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if bless == '-' {
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obj.HPlus -= g.rnd(3) + 1
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}
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if bless == '+' {
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obj.HPlus += g.rnd(3) + 1
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}
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} else {
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obj.Arm = aClass[obj.Which]
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if bless == '-' {
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obj.Arm += g.rnd(3) + 1
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}
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if bless == '+' {
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obj.Arm -= g.rnd(3) + 1
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}
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}
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case obj.Type == Ring:
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switch obj.Which {
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case RProtect, RAddStr, RAddHit, RAddDam:
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g.msg("blessing? (+,-,n)")
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bless := g.readchar()
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g.Msgs.Mpos = 0
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if bless == '-' {
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obj.Flags.Set(IsCursed)
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obj.Arm = -1
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} else {
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obj.Arm = g.rnd(2) + 1
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}
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case RAggr, RTeleport:
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obj.Flags.Set(IsCursed)
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}
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case obj.Type == Stick:
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g.fixStick(obj)
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case obj.Type == Gold:
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g.msg("how much?")
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buf := ""
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if g.getStr(&buf, g.scr.Std) == Norm {
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obj.SetGoldVal(cAtoi(buf))
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}
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}
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g.addPack(obj, false)
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}
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// showMap prints out the whole map for the wizard (wizard.c show_map).
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func (g *RogueGame) showMap() {
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hw := g.scr.Hw
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hw.Clear()
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for y := 1; y < NumLines-1; y++ {
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for x := 0; x < NumCols; x++ {
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real := g.Level.FlagsAt(y, x).Has(FReal)
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if !real {
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hw.Standout(true)
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}
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hw.MvAddCh(y, x, g.Level.Char(y, x))
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if !real {
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hw.Standout(false)
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}
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}
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}
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g.showWin("---More (level map)---")
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}
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// whatis identifies what a certain object is (wizard.c whatis).
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func (g *RogueGame) whatis(insist bool, typ int) {
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