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

@@ -23,6 +23,15 @@ type Terminal interface {
// the one Terminal method called from another goroutine, so an
// implementation must be safe to call concurrently with ReadChar.
Interrupt()
// Repaint forces the device to redraw every cell it is showing, the
// redraw command's whole point (curses clearok(curscr, TRUE) followed
// by wrefresh(curscr)). Render cannot stand in for it: a device that
// diffs against its own idea of what is on screen will do nothing at
// all when the screen has been corrupted by something else's output,
// which is the case the player types CTRL-R for. It repaints what was
// last rendered — C repainted curscr, not stdscr — so it neither
// needs nor takes a window.
Repaint()
// Fini restores the device to its pre-game state (curses endwin). The
// game calls it on its way out, since one game run is one process.
Fini()
@@ -223,6 +232,14 @@ func (s *Screen) Refresh() {
}
}
// Repaint forces the device to redraw everything it is showing, if there
// is a device (curses clearok(curscr, TRUE) + wrefresh(curscr)).
func (s *Screen) Repaint() {
if s.term != nil {
s.term.Repaint()
}
}
// Fini restores the terminal device, if there is one (curses endwin).
func (s *Screen) Fini() {
if s.term != nil {
@@ -263,3 +280,4 @@ func (g *RogueGame) standend() { g.scr.Std.Standout(false) }
func (g *RogueGame) clear() { g.scr.Std.Clear() }
func (g *RogueGame) clrtoeol() { g.scr.Std.Clrtoeol() }
func (g *RogueGame) refresh() { g.scr.Refresh() }
func (g *RogueGame) repaint() { g.scr.Repaint() }