WIP: restore lost C behaviors (schtick message, forced redraw, greeting)

Incomplete checkpoint, preserved after the implementing session hit a
capacity limit partway through mutation verification. NOT reviewed and NOT
gate-clean: make fmt has not been run, so fmt-check currently fails on
ARCHITECTURE.md and TODO.md.

Work still outstanding before this is fit for review:
  - run make fmt and fold the result in
  - finish mutation-proving each of the three behaviors
  - verify every message string byte-for-byte against the C sources
  - confirm TestSeedCompatItemTables passes with its golden untouched

Refs #13.
This commit is contained in:
2026-08-09 09:55:38 +00:00
parent 727dfb2642
commit 3f0a14c5e6
15 changed files with 401 additions and 9 deletions

View File

@@ -1,6 +1,8 @@
//nolint:mnd // C-faithful literals; names hurt C-greppability (approved 2026-07-07)
package game
import "fmt"
// ItemLore is the per-game item identity state: the randomized appearance
// names and the seven mutable ObjInfo tables (extern.c/init.c).
type ItemLore struct {
@@ -151,6 +153,43 @@ type RogueGame struct {
data *gameData
}
// Greeting is the line C printed on stdout while the player waited for
// the dungeon to be dug, immediately before initscr() (main.c main). The
// caller prints it before the terminal package takes the screen, which is
// where initscr() sat; there is no trailing newline in either wording,
// because C followed the printf with fflush and let curses have the
// display.
//
// Only the wizard wording is #ifdef MASTER in C, and it carries the
// dungeon number, which is the seed (main.c assigns seed = dnum right
// after choosing dnum). The other wording is unconditional.
//
// The name is C's whoami, resolved the way main.c resolves it: parse_opts
// runs before the printf, so a ROGUEOPTS "name=" setting is what the
// player is greeted by, and the account name is only the fallback. New
// does the same parse a moment later; doing it here too is safe because
// ParseOpts does nothing but assign into the fields it is handed — no
// RNG, no screen — so it cannot disturb the item tables the seed-compat
// golden pins.
func Greeting(params Params) string {
whoami := params.Name
if params.RogueOpts != "" {
opts := &RogueGame{Whoami: params.Name}
opts.ParseOpts(params.RogueOpts)
whoami = opts.Whoami
}
if params.Wizard {
return fmt.Sprintf("Hello %s, welcome to dungeon #%d",
whoami, params.Seed)
}
return fmt.Sprintf(
"Hello %s, just a moment while I dig the dungeon...", whoami)
}
// New builds a game from params, seeds the RNG, and randomizes the item
// appearance tables (the front half of main.c main(); the player roll-up
// and first level arrive with later porting phases).