go: port command loop, save/restore, tcell terminal, and the binary

- command.c in full: the command dispatcher with repeat counts, run
  prefixes, ctrl-run door-stop mode, fight-to-death targeting, and all
  wizard debug commands; search, help, identify, d_level/u_level, call,
  current
- main.c completed: Run()/playit() with the C double ROGUEOPTS parse;
  exit()-anywhere becomes a gameEnd panic recovered in Run
- save.c + state.c: gob SaveState snapshot with explicit pointer-to-
  index fixups for equipment, monster rooms, and chase targets (the
  rs_fix_thing role); save file deleted on restore as in C; SIGHUP/
  SIGTERM autosave hook
- wizard.c completed (create_obj, show_map), passages.c add_pass
- term/: tcell/v2 Terminal — the one third-party dependency — replacing
  curses and mdport's 900-line key decoder; shell escape via suspend
- cmd/rogue: flags -s/-d, SEED (wizard), ROGUEOPTS, ROGUE_WIZARD

Tests: full scripted sessions through Run (quit, descend stairs,
3200-move crash sweep, save-command round trip). Notable fixes found
by tests: gob silently drops embedded fields of unexported types, and
--More-- prompts swallow space-free input scripts.
This commit is contained in:
2026-07-06 20:15:47 +02:00
parent cdf9bf73a9
commit 41fc1042fc
14 changed files with 2067 additions and 20 deletions

View File

@@ -94,6 +94,10 @@ type RogueGame struct {
LastPick *Object
LLastPick *Object
lastDelt Coord // misc.c get_dir static last_delt
// command.c statics
countCh byte
direction byte
newCount bool
// dungeon generation working state
maze mazeState // rooms.c maze statics
@@ -131,6 +135,9 @@ type RogueGame struct {
LastScore int
AllScore bool
ScorePath string
rogueOpts string // the ROGUEOPTS string, re-parsed by playit as in C
restored bool // game came from a save file; Run skips setup
}
// NewGame builds a game from cfg, seeds the RNG, and randomizes the item
@@ -159,10 +166,13 @@ func NewGame(cfg Config) *RogueGame {
g.Msgs.SaveMsg = true
g.scr = NewScreen(cfg.Term)
g.FileName = cfg.Home + "/rogue.save"
g.rogueOpts = cfg.RogueOpts
if cfg.Wizard {
g.Player.Flags.Set(SeeMonst)
}
// TODO(port): parse cfg.RogueOpts once options.go lands.
if cfg.RogueOpts != "" {
g.ParseOpts(cfg.RogueOpts)
}
g.Monsters = monsterTable
g.Items.Group = 2 // weapons.c: int group = 2
@@ -179,6 +189,62 @@ func NewGame(cfg Config) *RogueGame {
return g
}
// Run plays the game to its end: the back half of main.c main() plus
// playit(). It returns after death, victory, quitting, or saving.
func (g *RogueGame) Run() (err error) {
defer func() {
if r := recover(); r != nil {
if _, ok := r.(gameEnd); ok {
return // normal game over / save exit
}
panic(r)
}
}()
if !g.restored {
g.NewLevel() // draw current level
// Start up daemons and fuses
g.StartDaemon(DRunners, 0, After)
g.StartDaemon(DDoctor, 0, After)
g.Fuse(DSwander, 0, wanderTime(g), After)
g.StartDaemon(DStomach, 0, After)
}
g.playit()
return nil
}
// playit is the main loop of the program (main.c playit).
func (g *RogueGame) playit() {
// set up defaults for modern terminals: curses' md_hasclreol() is
// always true, so the C default inventory style applies
if !g.restored {
g.Options.InvType = InvClear
}
// parse environment declaration of options (C parses ROGUEOPTS again
// here, letting it override the terminal defaults)
if g.rogueOpts != "" {
g.ParseOpts(g.rogueOpts)
}
g.Oldpos = g.Player.Pos
g.Oldrp = g.roomin(g.Player.Pos)
for g.Playing {
g.command() // command execution
}
g.endit()
}
// endit exits the game (main.c endit).
func (g *RogueGame) endit() {
g.fatal("Okay, bye bye!\n")
}
// fatal prints a message and leaves (main.c fatal).
func (g *RogueGame) fatal(s string) {
g.mvaddstr(NumLines-2, 0, s)
g.refresh()
g.myExit(0)
}
// quit has the player make certain, then exits (main.c quit). The final
// scoring display arrives with the endgame phase.
func (g *RogueGame) quit(int) {