Restore three lost C behaviors: schtick message, forced redraw, greeting (closes #13)
Three behaviors from 5.4.4 that the port dropped silently. Each is a few
lines; grouped because they are all "restore something C did".
1. sticks.c 237: the "otherwise" arm closing do_zap's switch printed
"what a bizarre schtick!", and doZap had turned it into doing nothing.
The arm is under #ifdef MASTER, not under a runtime wizard test, so in
the MASTER build this port is it printed for every player and must not
be gated on g.Wizard. WS_NOP is a case of that switch in its own right
("when WS_NOP: break;"), so "no handler ran" cannot be the trigger:
the wand of nothing does nothing quietly. C's switch covers all 14 WS_
values, so its otherwise is reachable only for an o_which outside the
table, which is what Object.hasValidWhich already screens for. All
three arms fall through to obj.Charges--, as C's do.
2. command.c 288-291: CTRL('R') is "after = FALSE; clearok(curscr, TRUE);
wrefresh(curscr);" — a forced full repaint. The port called
g.refresh(), the ordinary diffing blit, which cannot fix the only
situation the command exists for: a screen corrupted by another
program's output leaves the game's record of it still correct, so the
diff sends nothing. New Terminal.Repaint (tcell Screen.Sync, which
discards tcell's record of the terminal rather than diffing against
it), Screen.Repaint and g.repaint(), implemented in term.Tcell and in
both headless test terminals. Named for the curses operation: the
interface is the game's abstraction, not tcell's. It repaints what was
last rendered — C repainted curscr, not stdscr — so it takes no
window.
3. main.c 107-113: the startup greeting existed nowhere in the tree. New
game.Greeting, printed on stdout by cmd/rogue/main.go before
term.New(), the port's initscr(). Only the wizard wording is #ifdef
MASTER; the other is unconditional. The %d is dnum, which main.c has
just assigned to seed, so it is Params.Seed. Neither wording ends in a
newline. Two placement details the tests pin: the printf sits after
parse_opts, so a ROGUEOPTS name= is what the player is greeted by; and
it sits after the -s/-d handling and after restore(), which never
returns, so a resumed game does not announce that a dungeon is being
dug (digsNewDungeon).
Greeting parses ROGUEOPTS into a throwaway game built the way New builds
the real one, tables and home directory included: ParseOpts handles every
option, not just the one the greeting reads, and inven= is matched
against inv_t_name[], which lives on the game.
All three message strings verified byte-for-byte against origin/c-master
sticks.c and main.c. No RNG call is added on any path and nothing under
game/testdata/ changed; TestSeedCompatItemTables is green against the
untouched golden.
Mutation-proved, each behavior removed in turn with only its own test
failing: dropping the message arm fails
TestZapUnhandledWandSaysBizarreSchtick; extending the message to WS_NOP
fails TestZapWandOfNothingIsSilent; putting g.refresh() back fails
TestRedrawCommandForcesFullRepaint; swapping the two wordings, and
ignoring the ROGUEOPTS name, both fail TestGreeting; greeting on the
restore path fails TestDigsNewDungeon.
ARCHITECTURE.md 5.3 gains Repaint and why a blit cannot substitute for
it; nothing here is deliberately dropped, so section 9 is unchanged.
TODO.md gets a Completed Steps entry; Next Step deliberately not rotated,
this being out-of-band issue work.
This commit is contained in:
56
TODO.md
56
TODO.md
@@ -34,6 +34,62 @@ wizard commands).
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# Completed Steps
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- 2026-08-09 Three small lost C behaviors (`fix/lost-c-behaviors`, closes #13):
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grouped because each is a few lines and all are "restore something the port
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dropped silently". (1) **"what a bizarre schtick!"**, `sticks.c` 237 — the
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`otherwise` arm that closes `do_zap`'s switch, which `doZap` had turned into
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doing nothing at all. Two things about it are easy to get wrong and are why
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the fix is not one line. It is under `#ifdef MASTER`, **not** under a `wizard`
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test, so in the MASTER build this port is it printed for every player — gating
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it on `g.Wizard` would be issue #11's trap in reverse. And `WS_NOP` is a case
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of that switch in its own right (`when WS_NOP: break;`), so "no handler ran"
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cannot be the trigger: the wand of nothing does nothing _quietly_, and only a
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kind C had no case for is bizarre. Since C's switch covers all 14 `WS_`
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values, its `otherwise` is reachable only for an `o_which` outside the table,
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which is exactly what `Object.hasValidWhich` already screens for — so the
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split needed no new state, just a three-way switch on handler / valid-Which /
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neither. All three arms fall through to `obj.Charges--`, as C's do: even the
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bizarre schtick costs a charge. Replaces the deferral comment PR #20 left
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there. (2) **`CTRL('R')` now actually redraws.** C is
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`after = FALSE; clearok(curscr, TRUE); wrefresh(curscr);` (`command.c`
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288-291); the port called `g.refresh()`, the ordinary diffing blit, **which
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cannot fix the only situation the command exists for** — a screen corrupted by
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something else's output leaves the game's record of it still correct, so the
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diff sends nothing and the corruption stays. New `Terminal.Repaint` (tcell
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`Screen.Sync`, which discards tcell's record of the terminal instead of
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diffing against it), `Screen.Repaint`, `g.repaint()`; three implementations to
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update, the same shape as PR #26's `ReadChar` change, so no split was needed.
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Named for the curses operation, not for tcell: the interface is the game's
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abstraction. It repaints what was last rendered — C repainted `curscr`, not
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`stdscr` — so it takes no window, and the arm drops the `refresh()` C never
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had there (`command` refreshes before the next key read anyway). (3) **The
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startup greeting**, `main.c` 107-113, which existed nowhere in the tree. New
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`game.Greeting`, printed by `cmd/rogue/main.go` before `term.New()` — the
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port's `initscr()`. Only the wizard wording is `#ifdef MASTER`; the other is
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unconditional. The `%d` is `dnum`, which `main.c` has just assigned to `seed`,
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so it is `Params.Seed`. Two placement details the issue did not mention and
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the tests now pin: the printf sits **after** `parse_opts`, so a ROGUEOPTS
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`name=` is what the player is greeted by and the account name is only the
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fallback (`Greeting` re-runs `ParseOpts`, which does nothing but assign into
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fields — no RNG, no screen); and it sits after the `-s`/`-d` handling and
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after `restore()`, which never returns, so a resumed game does not announce
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that a dungeon is being dug (`digsNewDungeon`). The game `Greeting` parses
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into is a throwaway but is built the way `New` builds the real one, tables and
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home directory included, because `ParseOpts` handles every option and not just
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the one the greeting reads: `inven=` is matched against `inv_t_name[]`, which
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lives on the game, so a bare `&RogueGame{}` turned a legal `ROGUEOPTS` into a
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nil dereference before the player saw a character. No RNG call is added on any
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path and nothing under `game/testdata/` moved; `TestSeedCompatItemTables` is
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green against the untouched golden. Mutation-proved, each new behaviour
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deleted in turn and only its own test failing: dropping the message arm fails
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`TestZapUnhandledWandSaysBizarreSchtick`; extending it to `WandNothing` fails
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`TestZapWandOfNothingIsSilent`; putting `g.refresh()` back fails
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`TestRedrawCommandForcesFullRepaint`; swapping the two wordings, or the
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ROGUEOPTS name for the account name, fails `TestGreeting`; greeting on the
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restore path fails `TestDigsNewDungeon`. ARCHITECTURE.md §5.3 gains `Repaint`
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and the paragraph on why a blit cannot substitute for it. `Next Step`
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deliberately not rotated: out-of-band issue work.
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- 2026-08-09 The `'+'` wizard-mode toggle (`fix/wizard-toggle-off`, closes #11):
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C's `command.c` 317-338 has a `when '+'` arm that leaves wizard mode —
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`wizard = FALSE`, `turn_see(TRUE)`, `msg("not wizard any more")` — and the
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