@muhammedaksam/opentui-doom 0.2.1 → 0.3.0
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/README.md +43 -12
- package/doom/build/doom.js +1 -1
- package/doom/build/doom.wasm +0 -0
- package/doom/i_system.c +345 -0
- package/package.json +5 -1
- package/scripts/build-doom.sh +3 -2
- package/src/debug.ts +27 -0
- package/src/doom-audio.ts +4 -11
- package/src/doom-engine.ts +120 -2
- package/src/doom-input.ts +18 -3
- package/src/doom-saves.ts +121 -0
- package/src/index.ts +49 -2
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@@ -0,0 +1,121 @@
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/**
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* Save Game Manager for OpenTUI-DOOM
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*
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* Handles persistence of DOOM save games to ~/.opentui-doom/
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* DOOM uses 6 save slots (0-5) with files named doomsav{N}.dsg
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*/
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import { existsSync, mkdirSync, readFileSync, writeFileSync, readdirSync } from "fs";
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import { join } from "path";
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import { homedir } from "os";
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import { debugLog } from "./debug";
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// Save game directory path
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const SAVE_DIR = join(homedir(), ".opentui-doom");
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// DOOM save file format: doomsav{0-5}.dsg
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const SAVE_FILE_PATTERN = /^doomsav([0-5])\.dsg$/;
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/**
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* Ensure the save directory exists
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*/
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export function ensureSaveDir(): void {
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if (!existsSync(SAVE_DIR)) {
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mkdirSync(SAVE_DIR, { recursive: true });
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debugLog("Saves", `Created save directory: ${SAVE_DIR}`);
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}
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}
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/**
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* Get the save game directory path
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*/
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export function getSaveGameDir(): string {
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ensureSaveDir();
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return SAVE_DIR;
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}
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/**
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* Get the path to a save file for a given slot (0-5)
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*/
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export function getSaveFilePath(slot: number): string {
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if (slot < 0 || slot > 5) {
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throw new Error(`Invalid save slot: ${slot}. Must be 0-5.`);
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}
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return join(SAVE_DIR, `doomsav${slot}.dsg`);
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}
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/**
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* Load all existing save games from disk
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* Returns a Map of slot number to file contents (Uint8Array)
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*/
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export function loadExistingSaves(): Map<number, Uint8Array> {
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ensureSaveDir();
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const saves = new Map<number, Uint8Array>();
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try {
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const files = readdirSync(SAVE_DIR);
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for (const file of files) {
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const match = file.match(SAVE_FILE_PATTERN);
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if (match && match[1]) {
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const slot = parseInt(match[1], 10);
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const filePath = join(SAVE_DIR, file);
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try {
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const data = readFileSync(filePath);
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saves.set(slot, new Uint8Array(data));
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debugLog("Saves", `Loaded save slot ${slot}: ${data.length} bytes`);
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} catch (e) {
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debugLog("Saves", `Failed to read save file ${filePath}: ${e}`);
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}
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}
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}
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} catch (e) {
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debugLog("Saves", `Failed to list save directory: ${e}`);
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}
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debugLog("Saves", `Loaded ${saves.size} existing saves`);
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return saves;
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}
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/**
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* Write a save game to disk
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*/
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export function writeSave(slot: number, data: Uint8Array): boolean {
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ensureSaveDir();
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const filePath = getSaveFilePath(slot);
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try {
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writeFileSync(filePath, data);
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debugLog("Saves", `Wrote save slot ${slot}: ${data.length} bytes to ${filePath}`);
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return true;
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} catch (e) {
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debugLog("Saves", `Failed to write save slot ${slot}: ${e}`);
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return false;
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}
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}
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/**
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* Check if a save exists for a given slot
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*/
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export function saveExists(slot: number): boolean {
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const filePath = getSaveFilePath(slot);
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return existsSync(filePath);
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}
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/**
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* Read a save game from disk
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*/
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export function readSave(slot: number): Uint8Array | null {
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const filePath = getSaveFilePath(slot);
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if (!existsSync(filePath)) {
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return null;
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}
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try {
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const data = readFileSync(filePath);
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return new Uint8Array(data);
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} catch (e) {
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debugLog("Saves", `Failed to read save slot ${slot}: ${e}`);
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return null;
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}
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}
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package/src/index.ts
CHANGED
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@@ -18,6 +18,7 @@ import {
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import { DoomEngine, DOOM_WIDTH, DOOM_HEIGHT } from "./doom-engine";
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import { createDoomInputHandler, getControlsHelp } from "./doom-input";
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import { shutdownAudio } from "./doom-audio";
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import { debugLog } from "./debug";
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import { parseArgs } from "util";
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// Parse command line arguments
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@@ -60,12 +61,42 @@ const renderer = await createCliRenderer({
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// Handle graceful shutdown
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const cleanup = (signal?: string) => {
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debugLog('Exit', `cleanup called with signal: ${signal}`);
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// Set flag to stop the game loop FIRST - this is critical
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isExiting = true;
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debugLog('Exit', 'isExiting set to true');
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// Sync saves before exiting
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if (doomEngine) {
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try {
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doomEngine.syncSaves();
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debugLog('Exit', 'saves synced to disk');
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} catch (e) {
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debugLog('Exit', `failed to sync saves: ${e}`);
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}
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}
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// Clear the frame callback to stop DOOM from ticking
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try {
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renderer.setFrameCallback(null as any);
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debugLog('Exit', 'frame callback cleared');
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} catch (e) {
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debugLog('Exit', `failed to clear frame callback: ${e}`);
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}
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shutdownAudio();
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debugLog('Exit', 'shutdownAudio completed');
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try {
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renderer.stop();
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debugLog('Exit', 'renderer.stop completed');
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} catch (e) {
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-
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debugLog('Exit', `renderer.stop error: ${e}`);
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}
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// Exit the process
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debugLog('Exit', 'calling process.exit(0)');
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process.exit(0);
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};
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// Try to initialize DOOM engine
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let doomEngine: DoomEngine | null = null;
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let framebufferRenderable: FrameBufferRenderable | null = null;
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let isExiting = false; // Flag to stop the game loop when exiting
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let lastSaveSyncTime = 0; // Track when we last synced saves
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const SAVE_SYNC_INTERVAL = 5000; // Sync saves every 5 seconds
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async function initDoom() {
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try {
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loadingText.content = `Loading DOOM from: ${values.wad}`;
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doomEngine = new DoomEngine(
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doomEngine = new DoomEngine({
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wadPath: values.wad!,
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onQuit: cleanup,
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});
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await doomEngine.init();
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// Remove loading text
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@@ -172,10 +209,20 @@ async function initDoom() {
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}
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async function gameLoop(deltaMs: number) {
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// Bail out immediately if we're exiting
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if (isExiting) return;
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if (!doomEngine || !framebufferRenderable) return;
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// Run DOOM tick
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doomEngine.tick();
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// Periodic save sync (every 5 seconds)
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const now = Date.now();
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if (now - lastSaveSyncTime > SAVE_SYNC_INTERVAL) {
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doomEngine.syncSaves();
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lastSaveSyncTime = now;
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}
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// Get framebuffer from DOOM
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const pixels = doomEngine.getFrameBuffer();
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