- 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.
57 lines
2.0 KiB
Go
57 lines
2.0 KiB
Go
package game
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// Place describes a spot on the level map (rogue.h PLACE).
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type Place struct {
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Ch byte // the base map character
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Flags PlaceFlags
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Monst *Monster
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}
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// Level is the current dungeon level: the map and everything on it. It is
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// reset in place by NewLevel, matching the C reuse of the global arrays.
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type Level struct {
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Places [MaxLines * MaxCols]Place
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Rooms [MaxRooms]Room
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Passages [MaxPass]Room // one pseudo-room per passage network
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Objects []*Object // lvl_obj: objects on this level
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Monsters []*Monster // mlist: monsters on the level
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Stairs Coord // location of the staircase
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NTraps int // number of traps on this level
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}
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// At returns the map cell at (y, x); the C INDEX(y,x) macro, including its
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// column-major (x<<5)+y layout.
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func (l *Level) At(y, x int) *Place {
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return &l.Places[(x<<5)+y]
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}
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// Char is the chat(y,x) macro: the base map character at a spot.
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func (l *Level) Char(y, x int) byte { return l.At(y, x).Ch }
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// SetChar updates the base map character at a spot.
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func (l *Level) SetChar(y, x int, ch byte) { l.At(y, x).Ch = ch }
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// FlagsAt is the flat(y,x) macro, returned as a pointer so ported
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// read-modify-write sites keep their shape.
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func (l *Level) FlagsAt(y, x int) *PlaceFlags { return &l.At(y, x).Flags }
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// MonsterAt is the moat(y,x) macro: the monster standing at a spot, if any.
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func (l *Level) MonsterAt(y, x int) *Monster { return l.At(y, x).Monst }
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// SetMonsterAt places (or clears, with nil) the monster at a spot.
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func (l *Level) SetMonsterAt(y, x int, m *Monster) { l.At(y, x).Monst = m }
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// VisibleChar is the winat(y,x) macro: what is apparently at a spot — a
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// monster's disguise if one stands there, else the map character.
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func (l *Level) VisibleChar(y, x int) byte {
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if m := l.MonsterAt(y, x); m != nil {
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return m.Disguise
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}
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return l.Char(y, x)
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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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}
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