go: port combat, chase driver, traps, zapping, death and scores

- fight.c in full: fight/attack with all eight special monster attacks
  (aquator rust, ice freeze, rattlesnake poison, wraith/vampire drains,
  flytrap hold, leprechaun/nymph theft), swing, roll_em dice parsing
  (with a C-semantics atoi — Go's strconv rejects '1x4/...'), hit/miss
  message variants, killed, remove_mon
- chase.c completed: runners, move_monst, relocate, do_chase with
  dragon breath, chase target selection (C's dead oroom comparison in
  relocate is preserved as-is)
- move.c in full: do_move with passgo turning, all eight traps,
  rndmove, rust_armor
- sticks.c completed: do_zap (all 14 sticks), drain, fire_bolt with
  wall bounces; weapons.c completed: missile/do_motion/fall/wield
- rip.c: death tombstone, total_winner, killname; C exit() becomes a
  gameEnd panic that Run will recover
- score.go: top-ten scoreboard as a gob file with lock-file protocol
  replacing the XOR-encrypted C format
- wizard.c: whatis/set_know/teleport; daemons.c stomach
- monster bestiary moved to per-game state (C mutates the flytrap
  damage string during play)

Tests: combat math, kill/removal bookkeeping, monster chase pursuit,
death unwinding, scripted-input headless terminal.
This commit is contained in:
2026-07-06 19:23:45 +02:00
parent a69ef7dc04
commit 3c5add87cd
13 changed files with 2315 additions and 24 deletions

View File

@@ -99,6 +99,7 @@ type RogueGame struct {
maze mazeState // rooms.c maze statics
pnum int // passages.c passnum statics
newpnum bool
chRet Coord // chase.c static ch_ret: where chasing takes you
// daemons/fuses
Daemons DaemonList
@@ -121,6 +122,10 @@ type RogueGame struct {
// options and item identity
Options Options
Items ItemLore
// Monsters is the per-game copy of the bestiary: the C code mutates
// the venus flytrap's damage string during play, and the table is
// part of the save state.
Monsters [26]MonsterKind
// scores
LastScore int
@@ -159,6 +164,7 @@ func NewGame(cfg Config) *RogueGame {
}
// TODO(port): parse cfg.RogueOpts once options.go lands.
g.Monsters = monsterTable
g.Items.Group = 2 // weapons.c: int group = 2
for i := range g.Level.Passages {
g.Level.Passages[i].Flags = IsGone | IsDark
@@ -187,8 +193,8 @@ func (g *RogueGame) quit(int) {
g.scr.Std.MvPrintw(NumLines-2, 0, "You quit with %d gold pieces", g.Player.Purse)
g.move(NumLines-1, 0)
g.refresh()
// TODO(port): score(purse, 1, 0) once rip.go lands.
g.gameOver()
g.score(g.Player.Purse, 1, 0)
g.myExit(0)
return
}
g.move(0, 0)
@@ -200,9 +206,3 @@ func (g *RogueGame) quit(int) {
g.Count = 0
g.ToDeath = false
}
// gameOver ends the game loop; it replaces the C exit() calls so that Run
// can unwind normally and restore the terminal.
func (g *RogueGame) gameOver() {
g.Playing = false
}