@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/rooms.js
ADDED
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/**
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* Room creation and layout.
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* Ported from rooms.c
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*/
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import { state, MAXROOMS, NUMLINES, NUMCOLS, ISDARK, ISGONE, ISMAZE, FLOOR, PASSAGE, DOOR, GOLD, F_PASS, F_REAL, F_PNUM, ISBLIND, SEEMONST, ISMANY, INDEX, chat, setCh, flat, moat, GOLDCALC, } from "./globals.js";
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import { rnd } from "./util.js";
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import { step_ok, getBackend } from "./io.js";
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import { new_item, new_monster_thing } from "./list.js";
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import { _attach } from "./list.js";
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import { new_monster, randmonster } from "./monsters.js";
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const GOLDGRP = 1;
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let mazeMaxY = 0;
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let mazeMaxX = 0;
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let mazeStartY = 0;
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let mazeStartX = 0;
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const maze = [];
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function initMaze() {
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const rows = Math.floor(NUMLINES / 3) + 1;
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const cols = Math.floor(NUMCOLS / 3) + 1;
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maze.length = 0;
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for (let y = 0; y <= rows; y++) {
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maze[y] = [];
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for (let x = 0; x <= cols; x++) {
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maze[y][x] = { nexits: 0, exits: [], used: false };
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}
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}
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}
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/**
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* rnd_room: Pick a random room that isn't gone.
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*/
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export function rnd_room() {
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let rm;
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do {
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rm = rnd(MAXROOMS);
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} while (state.rooms[rm].r_flags & ISGONE);
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return rm;
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}
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/**
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* do_rooms: Create rooms and corridors with a connectivity graph.
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* Monster/item placement is stubbed — filled in by later phases.
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*/
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export function do_rooms() {
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const bsze = {
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x: Math.floor(NUMCOLS / 3),
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y: Math.floor(NUMLINES / 3),
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};
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const top = { x: 0, y: 0 };
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// Clear things for a new level
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for (const rp of state.rooms) {
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rp.r_goldval = 0;
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rp.r_nexits = 0;
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rp.r_flags = 0;
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rp.r_exit = [];
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}
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// Put the gone rooms, if any, on the level
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const leftOut = rnd(4);
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for (let i = 0; i < leftOut; i++) {
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state.rooms[rnd_room()].r_flags |= ISGONE;
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}
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// Dig and populate all the rooms on the level
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for (let i = 0; i < MAXROOMS; i++) {
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const rp = state.rooms[i];
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// Find upper left corner of box that this room goes in
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top.x = (i % 3) * bsze.x + 1;
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top.y = Math.floor(i / 3) * bsze.y;
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if (rp.r_flags & ISGONE) {
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// Place a gone room
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do {
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rp.r_pos.x = top.x + rnd(bsze.x - 2) + 1;
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rp.r_pos.y = top.y + rnd(bsze.y - 2) + 1;
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rp.r_max.x = -NUMCOLS;
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rp.r_max.y = -NUMLINES;
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} while (!(rp.r_pos.y > 0 && rp.r_pos.y < NUMLINES - 1));
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continue;
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}
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// Set room type
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if (rnd(10) < state.level - 1) {
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rp.r_flags |= ISDARK;
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if (rnd(15) === 0) {
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rp.r_flags = ISMAZE;
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}
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}
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// Find a place and size for a random room
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if (rp.r_flags & ISMAZE) {
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rp.r_max.x = bsze.x - 1;
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rp.r_max.y = bsze.y - 1;
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rp.r_pos.x = top.x;
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if (rp.r_pos.x === 1) {
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rp.r_pos.x = 0;
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}
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rp.r_pos.y = top.y;
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if (rp.r_pos.y === 0) {
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rp.r_pos.y++;
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rp.r_max.y--;
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}
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}
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else {
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let roomSizeAttempts = 0;
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do {
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rp.r_max.x = rnd(bsze.x - 4) + 4;
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rp.r_max.y = rnd(bsze.y - 4) + 4;
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rp.r_pos.x = top.x + rnd(bsze.x - rp.r_max.x);
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rp.r_pos.y = top.y + rnd(bsze.y - rp.r_max.y);
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// Guard against infinite loop: when the room is too tall for
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// its grid cell, rnd(bsze.y - r_max.y) can only produce 0,
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// making r_pos.y permanently stuck at 0. Force y=1 as fallback.
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if (++roomSizeAttempts > 100 && rp.r_pos.y === 0) {
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rp.r_pos.y = 1;
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}
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} while (rp.r_pos.y === 0);
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}
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draw_room(rp);
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// Put the gold in
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if (rnd(2) === 0 && (!state.amulet || state.level >= state.max_level)) {
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const goldItem = new_item();
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goldItem.o_arm = rp.r_goldval = GOLDCALC();
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find_floor(rp, rp.r_gold, false, false);
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goldItem.o_pos.x = rp.r_gold.x;
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goldItem.o_pos.y = rp.r_gold.y;
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setCh(rp.r_gold.y, rp.r_gold.x, GOLD);
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goldItem.o_flags = ISMANY;
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goldItem.o_group = GOLDGRP;
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goldItem.o_type = GOLD.charCodeAt(0);
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// attach to lvl_obj list
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const listHead = { head: state.lvl_obj };
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_attach(listHead, goldItem);
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state.lvl_obj = listHead.head;
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}
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// Spawn monsters in rooms
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if (rnd(100) < (rp.r_goldval > 0 ? 80 : 25)) {
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const monsterCoord = { y: 0, x: 0 };
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find_floor(rp, monsterCoord, false, true);
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const monsterThing = new_monster_thing();
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new_monster(monsterThing, randmonster(false), monsterCoord);
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}
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}
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}
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/**
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* draw_room: Draw a box around a room and lay down the floor.
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* For maze rooms, draw the maze.
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*/
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export function draw_room(rp) {
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if (rp.r_flags & ISMAZE) {
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do_maze(rp);
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}
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else {
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vert(rp, rp.r_pos.x); // left side
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vert(rp, rp.r_pos.x + rp.r_max.x - 1); // right side
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horiz(rp, rp.r_pos.y); // top
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horiz(rp, rp.r_pos.y + rp.r_max.y - 1); // bottom
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// Put the floor down
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for (let y = rp.r_pos.y + 1; y < rp.r_pos.y + rp.r_max.y - 1; y++) {
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for (let x = rp.r_pos.x + 1; x < rp.r_pos.x + rp.r_max.x - 1; x++) {
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setCh(y, x, FLOOR);
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}
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}
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}
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}
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/**
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* vert: Draw a vertical line (wall).
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*/
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export function vert(rp, startx) {
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for (let y = rp.r_pos.y + 1; y <= rp.r_max.y + rp.r_pos.y - 1; y++) {
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setCh(y, startx, "|");
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}
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}
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/**
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* horiz: Draw a horizontal line (wall).
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*/
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export function horiz(rp, starty) {
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for (let x = rp.r_pos.x; x <= rp.r_pos.x + rp.r_max.x - 1; x++) {
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setCh(starty, x, "-");
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}
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}
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/**
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* do_maze: Dig a maze in a room.
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*/
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export function do_maze(rp) {
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initMaze();
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mazeMaxY = rp.r_max.y;
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mazeMaxX = rp.r_max.x;
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mazeStartY = rp.r_pos.y;
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mazeStartX = rp.r_pos.x;
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const startY = Math.floor(rnd(rp.r_max.y) / 2) * 2;
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const startX = Math.floor(rnd(rp.r_max.x) / 2) * 2;
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const pos = { y: startY + mazeStartY, x: startX + mazeStartX };
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putpass(pos);
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dig(startY, startX);
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}
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/**
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* dig: Dig out from current position in the maze.
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*/
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function dig(y, x) {
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const del = [
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{ x: 2, y: 0 }, { x: -2, y: 0 }, { x: 0, y: 2 }, { x: 0, y: -2 },
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];
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for (;;) {
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let count = 0;
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let nextY = 0;
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let nextX = 0;
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for (const cp of del) {
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const newY = y + cp.y;
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const newX = x + cp.x;
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if (newY < 0 || newY > mazeMaxY || newX < 0 || newX > mazeMaxX) {
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continue;
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}
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if (flat(newY + mazeStartY, newX + mazeStartX) & F_PASS) {
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continue;
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}
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count++;
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if (rnd(count) === 0) {
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nextY = newY;
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nextX = newX;
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}
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}
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if (count === 0)
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return;
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accnt_maze(y, x, nextY, nextX);
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accnt_maze(nextY, nextX, y, x);
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const pos = { x: 0, y: 0 };
|
|
221
|
+
if (nextY === y) {
|
|
222
|
+
pos.y = y + mazeStartY;
|
|
223
|
+
pos.x = (nextX - x < 0) ? nextX + mazeStartX + 1 : nextX + mazeStartX - 1;
|
|
224
|
+
}
|
|
225
|
+
else {
|
|
226
|
+
pos.x = x + mazeStartX;
|
|
227
|
+
pos.y = (nextY - y < 0) ? nextY + mazeStartY + 1 : nextY + mazeStartY - 1;
|
|
228
|
+
}
|
|
229
|
+
putpass(pos);
|
|
230
|
+
pos.y = nextY + mazeStartY;
|
|
231
|
+
pos.x = nextX + mazeStartX;
|
|
232
|
+
putpass(pos);
|
|
233
|
+
dig(nextY, nextX);
|
|
234
|
+
}
|
|
235
|
+
}
|
|
236
|
+
/**
|
|
237
|
+
* accnt_maze: Account for maze exits.
|
|
238
|
+
*/
|
|
239
|
+
function accnt_maze(y, x, ny, nx) {
|
|
240
|
+
if (!maze[y] || !maze[y][x])
|
|
241
|
+
return;
|
|
242
|
+
const sp = maze[y][x];
|
|
243
|
+
for (const cp of sp.exits) {
|
|
244
|
+
if (cp.y === ny && cp.x === nx)
|
|
245
|
+
return;
|
|
246
|
+
}
|
|
247
|
+
sp.exits.push({ y: ny, x: nx });
|
|
248
|
+
sp.nexits = sp.exits.length;
|
|
249
|
+
}
|
|
250
|
+
/**
|
|
251
|
+
* putpass: Add a passage character at coordinates.
|
|
252
|
+
*/
|
|
253
|
+
export function putpass(cp) {
|
|
254
|
+
const pp = INDEX(cp.y, cp.x);
|
|
255
|
+
pp.p_flags |= F_PASS;
|
|
256
|
+
if (rnd(10) + 1 < state.level && rnd(40) === 0) {
|
|
257
|
+
pp.p_flags &= ~F_REAL;
|
|
258
|
+
}
|
|
259
|
+
else {
|
|
260
|
+
pp.p_ch = PASSAGE;
|
|
261
|
+
}
|
|
262
|
+
}
|
|
263
|
+
/**
|
|
264
|
+
* rnd_pos: Pick a random spot in a room.
|
|
265
|
+
*/
|
|
266
|
+
export function rnd_pos(rp, cp) {
|
|
267
|
+
cp.x = rp.r_pos.x + rnd(rp.r_max.x - 2) + 1;
|
|
268
|
+
cp.y = rp.r_pos.y + rnd(rp.r_max.y - 2) + 1;
|
|
269
|
+
}
|
|
270
|
+
/**
|
|
271
|
+
* find_floor: Find a valid floor spot in a room.
|
|
272
|
+
* If rp is null, pick a new room each iteration.
|
|
273
|
+
*/
|
|
274
|
+
export function find_floor(rpIn, cp, limit, monst) {
|
|
275
|
+
let rp = rpIn;
|
|
276
|
+
const pickroom = rp === null;
|
|
277
|
+
let compchar = "";
|
|
278
|
+
const limitNum = typeof limit === "number" ? limit : (limit ? 1 : 0);
|
|
279
|
+
let count = limitNum;
|
|
280
|
+
if (!pickroom && rp !== null) {
|
|
281
|
+
compchar = (rp.r_flags & ISMAZE) ? PASSAGE : FLOOR;
|
|
282
|
+
}
|
|
283
|
+
for (;;) {
|
|
284
|
+
if (limitNum > 0 && count-- === 0)
|
|
285
|
+
return false;
|
|
286
|
+
if (pickroom) {
|
|
287
|
+
rp = state.rooms[rnd_room()];
|
|
288
|
+
compchar = (rp.r_flags & ISMAZE) ? PASSAGE : FLOOR;
|
|
289
|
+
}
|
|
290
|
+
if (rp === null)
|
|
291
|
+
continue;
|
|
292
|
+
rnd_pos(rp, cp);
|
|
293
|
+
const pp = INDEX(cp.y, cp.x);
|
|
294
|
+
if (monst) {
|
|
295
|
+
if (pp.p_monst === null && step_ok(pp.p_ch)) {
|
|
296
|
+
return true;
|
|
297
|
+
}
|
|
298
|
+
}
|
|
299
|
+
else if (pp.p_ch === compchar) {
|
|
300
|
+
return true;
|
|
301
|
+
}
|
|
302
|
+
}
|
|
303
|
+
}
|
|
304
|
+
/**
|
|
305
|
+
* enter_room: Code executed when you appear in a room.
|
|
306
|
+
* Full implementation requires Phase 4+ dependencies (see_monst, etc.)
|
|
307
|
+
*/
|
|
308
|
+
export function enter_room(cp) {
|
|
309
|
+
const backend = getBackend();
|
|
310
|
+
const rp = roomin(cp);
|
|
311
|
+
if (rp === null)
|
|
312
|
+
return;
|
|
313
|
+
state.player.t_room = rp;
|
|
314
|
+
door_open(rp);
|
|
315
|
+
if (!(rp.r_flags & ISDARK) && !(state.player.t_flags & ISBLIND)) {
|
|
316
|
+
for (let y = rp.r_pos.y; y < rp.r_max.y + rp.r_pos.y; y++) {
|
|
317
|
+
backend.move(y, rp.r_pos.x);
|
|
318
|
+
for (let x = rp.r_pos.x; x < rp.r_max.x + rp.r_pos.x; x++) {
|
|
319
|
+
const tp = moat(y, x);
|
|
320
|
+
const ch = chat(y, x);
|
|
321
|
+
if (tp === null) {
|
|
322
|
+
const screenCh = String.fromCharCode(backend.inch() & 0xff);
|
|
323
|
+
if (screenCh !== ch) {
|
|
324
|
+
backend.addch(ch.charCodeAt(0));
|
|
325
|
+
}
|
|
326
|
+
else {
|
|
327
|
+
backend.move(y, x + 1);
|
|
328
|
+
}
|
|
329
|
+
}
|
|
330
|
+
else if (tp._kind === "monster") {
|
|
331
|
+
tp.t_oldch = ch;
|
|
332
|
+
// C original: show monster if visible or SEEMONST active
|
|
333
|
+
if (state.player.t_flags & SEEMONST) {
|
|
334
|
+
backend.addch(tp.t_type.charCodeAt(0));
|
|
335
|
+
}
|
|
336
|
+
else {
|
|
337
|
+
backend.addch(tp.t_disguise.charCodeAt(0));
|
|
338
|
+
}
|
|
339
|
+
}
|
|
340
|
+
}
|
|
341
|
+
}
|
|
342
|
+
}
|
|
343
|
+
}
|
|
344
|
+
/**
|
|
345
|
+
* leave_room: Code for when we exit a room.
|
|
346
|
+
*/
|
|
347
|
+
export function leave_room(cp) {
|
|
348
|
+
const backend = getBackend();
|
|
349
|
+
const rp = state.player.t_room;
|
|
350
|
+
if (rp === null)
|
|
351
|
+
return;
|
|
352
|
+
if (rp.r_flags & ISMAZE)
|
|
353
|
+
return;
|
|
354
|
+
let floorCh;
|
|
355
|
+
if (rp.r_flags & ISGONE) {
|
|
356
|
+
floorCh = PASSAGE;
|
|
357
|
+
}
|
|
358
|
+
else if (!(rp.r_flags & ISDARK) || (state.player.t_flags & ISBLIND)) {
|
|
359
|
+
floorCh = FLOOR;
|
|
360
|
+
}
|
|
361
|
+
else {
|
|
362
|
+
floorCh = " ";
|
|
363
|
+
}
|
|
364
|
+
state.player.t_room = state.passages[flat(cp.y, cp.x) & F_PNUM] || null;
|
|
365
|
+
for (let y = rp.r_pos.y; y < rp.r_max.y + rp.r_pos.y; y++) {
|
|
366
|
+
for (let x = rp.r_pos.x; x < rp.r_max.x + rp.r_pos.x; x++) {
|
|
367
|
+
backend.move(y, x);
|
|
368
|
+
const ch = String.fromCharCode(backend.inch() & 0xff);
|
|
369
|
+
if (ch === FLOOR) {
|
|
370
|
+
if (floorCh === " ") {
|
|
371
|
+
backend.addch(" ".charCodeAt(0));
|
|
372
|
+
}
|
|
373
|
+
}
|
|
374
|
+
else if (ch >= "A" && ch <= "Z") {
|
|
375
|
+
// Monster on screen — replace with floor or door
|
|
376
|
+
const pp = INDEX(y, x);
|
|
377
|
+
backend.addch((pp.p_ch === DOOR ? DOOR : floorCh).charCodeAt(0));
|
|
378
|
+
}
|
|
379
|
+
}
|
|
380
|
+
}
|
|
381
|
+
door_open(rp);
|
|
382
|
+
}
|
|
383
|
+
/**
|
|
384
|
+
* door_open: Open all the doors in a room.
|
|
385
|
+
*/
|
|
386
|
+
export function door_open(rp) {
|
|
387
|
+
const backend = getBackend();
|
|
388
|
+
for (let i = 0; i < rp.r_nexits; i++) {
|
|
389
|
+
const exit = rp.r_exit[i];
|
|
390
|
+
if (!exit)
|
|
391
|
+
continue;
|
|
392
|
+
const pp = INDEX(exit.y, exit.x);
|
|
393
|
+
if (pp.p_ch === DOOR || !(pp.p_flags & F_REAL)) {
|
|
394
|
+
backend.move(exit.y, exit.x);
|
|
395
|
+
if (pp.p_flags & F_REAL) {
|
|
396
|
+
backend.addch(DOOR.charCodeAt(0));
|
|
397
|
+
}
|
|
398
|
+
else {
|
|
399
|
+
// Secret door — show as wall
|
|
400
|
+
if (exit.y === rp.r_pos.y || exit.y === rp.r_pos.y + rp.r_max.y - 1) {
|
|
401
|
+
backend.addch("-".charCodeAt(0));
|
|
402
|
+
}
|
|
403
|
+
else {
|
|
404
|
+
backend.addch("|".charCodeAt(0));
|
|
405
|
+
}
|
|
406
|
+
}
|
|
407
|
+
}
|
|
408
|
+
}
|
|
409
|
+
}
|
|
410
|
+
/**
|
|
411
|
+
* roomin: Find what room a coordinate is in.
|
|
412
|
+
*/
|
|
413
|
+
export function roomin(cp) {
|
|
414
|
+
// Fast path: check F_PASS flag first (passages)
|
|
415
|
+
const flags = flat(cp.y, cp.x);
|
|
416
|
+
if (flags & F_PASS) {
|
|
417
|
+
const passNum = flags & F_PNUM;
|
|
418
|
+
if (passNum < state.passages.length) {
|
|
419
|
+
return state.passages[passNum];
|
|
420
|
+
}
|
|
421
|
+
}
|
|
422
|
+
for (const rp of state.rooms) {
|
|
423
|
+
if (cp.x >= rp.r_pos.x &&
|
|
424
|
+
cp.x <= rp.r_pos.x + rp.r_max.x &&
|
|
425
|
+
cp.y >= rp.r_pos.y &&
|
|
426
|
+
cp.y <= rp.r_pos.y + rp.r_max.y) {
|
|
427
|
+
return rp;
|
|
428
|
+
}
|
|
429
|
+
}
|
|
430
|
+
return null;
|
|
431
|
+
}
|
|
432
|
+
//# sourceMappingURL=rooms.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|
package/dist/save.d.ts
ADDED
|
@@ -0,0 +1,25 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Save and restore game state.
|
|
3
|
+
* JSON-based serialization (not binary-compatible with C Rogue).
|
|
4
|
+
*
|
|
5
|
+
* The main challenges are:
|
|
6
|
+
* 1. Linked lists (mlist, lvl_obj, t_pack) → serialized as arrays
|
|
7
|
+
* 2. Cross-references (cur_armor, cur_weapon, cur_ring → pack items;
|
|
8
|
+
* Place.p_monst → mlist monsters; t_room → rooms[]) → resolved via IDs
|
|
9
|
+
* 3. Daemon function references → mapped to/from string names
|
|
10
|
+
* 4. CursesWindow handles → not serialized; re-obtained on restore
|
|
11
|
+
*/
|
|
12
|
+
type DaemonFunc = (arg: number) => Promise<void>;
|
|
13
|
+
export declare function registerDaemonFunc(name: string, func: DaemonFunc): void;
|
|
14
|
+
/**
|
|
15
|
+
* saveGame: Serialize the entire game state to a JSON string.
|
|
16
|
+
*/
|
|
17
|
+
export declare function saveGame(): string;
|
|
18
|
+
/**
|
|
19
|
+
* restoreGame: Deserialize a saved game JSON string into the global state.
|
|
20
|
+
* Call this AFTER resetState() and before re-entering the game loop.
|
|
21
|
+
* Returns true on success, false on error.
|
|
22
|
+
*/
|
|
23
|
+
export declare function restoreGame(jsonStr: string): boolean;
|
|
24
|
+
export {};
|
|
25
|
+
//# sourceMappingURL=save.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"save.d.ts","sourceRoot":"","sources":["../src/save.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAeH,KAAK,UAAU,GAAG,CAAC,GAAG,EAAE,MAAM,KAAK,OAAO,CAAC,IAAI,CAAC,CAAC;AAIjD,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,GAAG,IAAI,CAGvE;AAmPD;;GAEG;AACH,wBAAgB,QAAQ,IAAI,MAAM,CAkMjC;AAoGD;;;;GAIG;AACH,wBAAgB,WAAW,CAAC,OAAO,EAAE,MAAM,GAAG,OAAO,CAwLpD"}
|