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

101
cmd/rogue/main.go Normal file
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@@ -0,0 +1,101 @@
// Command rogue is the Go port of Rogue 5.4.4: Exploring the Dungeons of
// Doom. It is a faithful function-by-function port of the classic C game;
// see ARCHITECTURE.md at the repository root.
package main
import (
"flag"
"fmt"
"os"
"os/signal"
"os/user"
"strconv"
"syscall"
"time"
"sneak.berlin/go/rogue/game"
"sneak.berlin/go/rogue/term"
)
func main() {
scores := flag.Bool("s", false, "print the scoreboard and exit")
deathDemo := flag.Bool("d", false, "die a random death (demo)")
flag.Parse()
home, _ := os.UserHomeDir()
// get options from environment (main.c)
rogueOpts := os.Getenv("ROGUEOPTS")
name := ""
if u, err := user.Current(); err == nil {
name = u.Username
}
wizard := os.Getenv("ROGUE_WIZARD") != ""
// dungeon number: SEED for reproducible dungeons (wizard mode in C),
// else time+pid
var seed int32
if env := os.Getenv("SEED"); env != "" && wizard {
n, _ := strconv.Atoi(env)
seed = int32(n)
} else {
seed = int32(time.Now().Unix()) + int32(os.Getpid())
}
cfg := game.Config{
Seed: seed,
Name: name,
RogueOpts: rogueOpts,
Home: home,
ScorePath: home + "/.rogue.scores",
Wizard: wizard,
}
if *scores {
g := game.NewGame(cfg)
g.ShowScores()
return
}
t, err := term.New()
if err != nil {
fmt.Fprintln(os.Stderr, err)
os.Exit(1)
}
defer t.Fini()
cfg.Term = t
var g *game.RogueGame
if args := flag.Args(); len(args) == 1 && !*deathDemo {
// restore a saved game
g, err = game.Restore(args[0], cfg)
if err != nil {
t.Fini()
fmt.Fprintln(os.Stderr, err)
os.Exit(1)
}
} else {
g = game.NewGame(cfg)
}
if *deathDemo {
g.DeathDemo()
return
}
// SIGHUP/SIGTERM autosave (save.c auto_save)
sig := make(chan os.Signal, 1)
signal.Notify(sig, syscall.SIGHUP, syscall.SIGTERM)
go func() {
<-sig
g.AutoSave()
t.Fini()
os.Exit(0)
}()
if err := g.Run(); err != nil {
t.Fini()
fmt.Fprintln(os.Stderr, err)
os.Exit(1)
}
}

769
game/command.go Normal file
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@@ -0,0 +1,769 @@
package game
// command.c — read and execute the user commands.
// command processes one player command, with its BEFORE/AFTER daemon
// bracketing (command.c command).
func (g *RogueGame) command() {
p := &g.Player
ntimes := 1 // number of player moves
if p.On(IsHaste) {
ntimes++
}
// Let the daemons start up
g.DoDaemons(Before)
g.DoFuses(Before)
for ; ntimes > 0; ntimes-- {
g.Again = false
if g.HasHit {
g.endmsg()
g.HasHit = false
}
// these are illegal things for the player to be, so if any are
// set, someone's been poking in memory
if p.On(IsSlow | IsGreed | IsInvis | IsRegen | IsTarget) {
panic("player flags corrupted")
}
g.look(true)
if !g.Running {
g.DoorStop = false
}
g.status()
g.LastScore = p.Purse
g.move(p.Pos.Y, p.Pos.X)
if !((g.Running || g.Count != 0) && g.Options.Jump) {
g.refresh() // draw screen
}
g.Take = 0
g.After = true
// Read command or continue run
if g.Wizard {
g.NoScore = true
}
var ch byte
if g.NoCommand == 0 {
if g.Running || g.ToDeath {
ch = g.RunCh
} else if g.Count != 0 {
ch = g.countCh
} else {
ch = g.readchar()
g.MoveOn = false
if g.Msgs.Mpos != 0 { // erase message if its there
g.msg("")
}
}
} else {
ch = '.'
}
if g.NoCommand != 0 {
if g.NoCommand--; g.NoCommand == 0 {
p.Flags.Set(IsRun)
g.msg("you can move again")
}
} else {
// check for prefixes
g.newCount = false
if isDigit(ch) {
g.Count = 0
g.newCount = true
for isDigit(ch) {
g.Count = g.Count*10 + int(ch-'0')
if g.Count > 255 {
g.Count = 255
}
ch = g.readchar()
}
g.countCh = ch
// turn off count for commands which don't make sense
// to repeat
switch ch {
case CTRL('B'), CTRL('H'), CTRL('J'), CTRL('K'),
CTRL('L'), CTRL('N'), CTRL('U'), CTRL('Y'),
'.', 'a', 'b', 'h', 'j', 'k', 'l', 'm', 'n', 'q',
'r', 's', 't', 'u', 'y', 'z', 'B', 'C', 'H', 'I',
'J', 'K', 'L', 'N', 'U', 'Y',
CTRL('D'), CTRL('A'):
default:
g.Count = 0
}
}
// execute a command
if g.Count != 0 && !g.Running {
g.Count--
}
if ch != 'a' && ch != Escape &&
!(g.Running || g.Count != 0 || g.ToDeath) {
g.LLastComm = g.LastComm
g.LLastDir = g.LastDir
g.LLastPick = g.LastPick
g.LastComm = ch
g.LastDir = 0
g.LastPick = nil
}
g.dispatch(ch)
// turn off flags if no longer needed
if !g.Running {
g.DoorStop = false
}
}
// If he ran into something to take, let him pick it up.
if g.Take != 0 {
g.pickUp(g.Take)
}
if !g.Running {
g.DoorStop = false
}
if !g.After {
ntimes++
}
}
g.DoDaemons(After)
g.DoFuses(After)
if p.IsRing(Left, RSearch) {
g.search()
} else if p.IsRing(Left, RTeleport) && g.rnd(50) == 0 {
g.teleport()
}
if p.IsRing(Right, RSearch) {
g.search()
} else if p.IsRing(Right, RTeleport) && g.rnd(50) == 0 {
g.teleport()
}
}
// dispatch runs one command character (the big switch in command.c,
// including its `goto over` re-dispatch).
func (g *RogueGame) dispatch(ch byte) {
p := &g.Player
over:
switch ch {
case ',':
var found *Object
for _, obj := range g.Level.Objects {
if obj.Pos.Y == p.Pos.Y && obj.Pos.X == p.Pos.X {
found = obj
break
}
}
if found != nil {
if !g.levitCheck() {
g.pickUp(found.Type)
}
} else {
if !g.Options.Terse {
g.addmsg("there is ")
}
g.addmsg("nothing here")
if !g.Options.Terse {
g.addmsg(" to pick up")
}
g.endmsg()
}
case '!':
g.shell()
case 'h':
g.doMove(0, -1)
case 'j':
g.doMove(1, 0)
case 'k':
g.doMove(-1, 0)
case 'l':
g.doMove(0, 1)
case 'y':
g.doMove(-1, -1)
case 'u':
g.doMove(-1, 1)
case 'b':
g.doMove(1, -1)
case 'n':
g.doMove(1, 1)
case 'H':
g.doRun('h')
case 'J':
g.doRun('j')
case 'K':
g.doRun('k')
case 'L':
g.doRun('l')
case 'Y':
g.doRun('y')
case 'U':
g.doRun('u')
case 'B':
g.doRun('b')
case 'N':
g.doRun('n')
case CTRL('H'), CTRL('J'), CTRL('K'), CTRL('L'),
CTRL('Y'), CTRL('U'), CTRL('B'), CTRL('N'):
if !p.On(IsBlind) {
g.DoorStop = true
g.Firstmove = true
}
if g.Count != 0 && !g.newCount {
ch = g.direction
} else {
ch += 'A' - CTRL('A')
g.direction = ch
}
goto over
case 'F', 'f':
if ch == 'F' {
g.Kamikaze = true
}
if !g.getDir() {
g.After = false
break
}
g.Delta.Y += p.Pos.Y
g.Delta.X += p.Pos.X
mp := g.Level.MonsterAt(g.Delta.Y, g.Delta.X)
if mp == nil || (!g.seeMonst(mp) && !p.On(SeeMonst)) {
if !g.Options.Terse {
g.addmsg("I see ")
}
g.msg("no monster there")
g.After = false
} else if g.diagOk(p.Pos, g.Delta) {
g.ToDeath = true
g.MaxHit = 0
mp.Flags.Set(IsTarget)
g.RunCh = g.DirCh
ch = g.DirCh
goto over
}
case 't':
if !g.getDir() {
g.After = false
} else {
g.missile(g.Delta.Y, g.Delta.X)
}
case 'a':
if g.LastComm == 0 {
g.msg("you haven't typed a command yet")
g.After = false
} else {
ch = g.LastComm
g.Again = true
goto over
}
case 'q':
g.quaff()
case 'Q':
g.After = false
g.QComm = true
g.quit(0)
g.QComm = false
case 'i':
g.After = false
g.inventory(p.Pack, 0)
case 'I':
g.After = false
g.pickyInven()
case 'd':
g.dropIt()
case 'r':
g.readScroll()
case 'e':
g.eat()
case 'w':
g.wield()
case 'W':
g.wear()
case 'T':
g.takeOff()
case 'P':
g.ringOn()
case 'R':
g.ringOff()
case 'o':
g.option()
g.After = false
case 'c':
g.call()
g.After = false
case '>':
g.After = false
g.dLevel()
case '<':
g.After = false
g.uLevel()
case '?':
g.After = false
g.help()
case '/':
g.After = false
g.identify()
case 's':
g.search()
case 'z':
if g.getDir() {
g.doZap()
} else {
g.After = false
}
case 'D':
g.After = false
g.discovered()
case CTRL('P'):
g.After = false
g.msg("%s", g.Msgs.Huh)
case CTRL('R'):
g.After = false
g.refresh()
case 'v':
g.After = false
g.msg("version %s. (mctesq was here)", Release)
case 'S':
g.After = false
g.saveGame()
case '.':
// rest command
case ' ':
g.After = false // "legal" illegal command
case '^':
g.After = false
if g.getDir() {
g.Delta.Y += p.Pos.Y
g.Delta.X += p.Pos.X
fp := g.Level.FlagsAt(g.Delta.Y, g.Delta.X)
if !g.Options.Terse {
g.addmsg("You have found ")
}
if g.Level.Char(g.Delta.Y, g.Delta.X) != Trap {
g.msg("no trap there")
} else if p.On(IsHalu) {
g.msg("%s", trName[g.rnd(NTraps)])
} else {
g.msg("%s", trName[*fp&FTMask])
fp.Set(FSeen)
}
}
case Escape: // escape
g.DoorStop = false
g.Count = 0
g.After = false
g.Again = false
case 'm':
g.MoveOn = true
if !g.getDir() {
g.After = false
} else {
ch = g.DirCh
g.countCh = g.DirCh
goto over
}
case ')':
g.current(p.CurWeapon, "wielding", "")
case ']':
g.current(p.CurArmor, "wearing", "")
case '=':
g.current(p.CurRing[Left], "wearing",
g.chooseTerse("(L)", "on left hand"))
g.current(p.CurRing[Right], "wearing",
g.chooseTerse("(R)", "on right hand"))
case '@':
g.StatMsg = true
g.status()
g.StatMsg = false
g.After = false
default:
g.After = false
if g.Wizard {
g.wizardCommand(ch)
} else {
g.illcom(ch)
}
}
}
// wizardCommand handles the MASTER debug commands (command.c).
func (g *RogueGame) wizardCommand(ch byte) {
p := &g.Player
switch ch {
case '|':
g.msg("@ %d,%d", p.Pos.Y, p.Pos.X)
case 'C':
g.createObj()
case '$':
g.msg("inpack = %d", p.Inpack)
case CTRL('G'):
g.inventory(g.Level.Objects, 0)
case CTRL('W'):
g.whatis(false, 0)
case CTRL('D'):
g.Depth++
g.NewLevel()
case CTRL('A'):
g.Depth--
g.NewLevel()
case CTRL('F'):
g.showMap()
case CTRL('T'):
g.teleport()
case CTRL('E'):
g.msg("food left: %d", p.FoodLeft)
case CTRL('C'):
g.addPass()
case CTRL('X'):
g.turnSee(p.On(SeeMonst))
case CTRL('~'):
if item := g.getItem("charge", int(Stick)); item != nil {
item.SetCharges(10000)
}
case CTRL('I'):
for range 9 {
g.raiseLevel()
}
// Give him a sword (+1,+1)
obj := newObject()
g.initWeapon(obj, TwoSword)
obj.HPlus = 1
obj.DPlus = 1
g.addPack(obj, true)
p.CurWeapon = obj
// And his suit of armor
obj = newObject()
obj.Type = Armor
obj.Which = PlateMail
obj.Arm = -5
obj.Flags.Set(IsKnow)
obj.Count = 1
p.CurArmor = obj
g.addPack(obj, true)
default:
g.illcom(ch)
}
}
// illcom reports an illegal command (command.c illcom).
func (g *RogueGame) illcom(ch byte) {
g.Msgs.SaveMsg = false
g.Count = 0
g.msg("illegal command '%s'", unctrl(ch))
g.Msgs.SaveMsg = true
}
// search gropes about to find hidden things (command.c search).
func (g *RogueGame) search() {
p := &g.Player
ey := p.Pos.Y + 1
ex := p.Pos.X + 1
probinc := 0
if p.On(IsHalu) {
probinc = 3
}
if p.On(IsBlind) {
probinc += 2
}
found := false
for y := p.Pos.Y - 1; y <= ey; y++ {
for x := p.Pos.X - 1; x <= ex; x++ {
if y == p.Pos.Y && x == p.Pos.X {
continue
}
fp := g.Level.FlagsAt(y, x)
if fp.Has(FReal) {
continue
}
foundone := false
switch g.Level.Char(y, x) {
case '|', '-':
if g.rnd(5+probinc) != 0 {
break
}
g.Level.SetChar(y, x, Door)
g.msg("a secret door")
foundone = true
case Floor:
if g.rnd(2+probinc) != 0 {
break
}
g.Level.SetChar(y, x, Trap)
if !g.Options.Terse {
g.addmsg("you found ")
}
if p.On(IsHalu) {
g.msg("%s", trName[g.rnd(NTraps)])
} else {
g.msg("%s", trName[*fp&FTMask])
fp.Set(FSeen)
}
foundone = true
case ' ':
if g.rnd(3+probinc) != 0 {
break
}
g.Level.SetChar(y, x, Passage)
foundone = true
}
if foundone {
found = true
fp.Set(FReal)
g.Count = 0
g.Running = false
}
}
}
if found {
g.look(false)
}
}
// help gives single character help, or the whole mess if he wants it
// (command.c help).
func (g *RogueGame) help() {
g.msg("character you want help for (* for all): ")
helpch := g.readchar()
g.Msgs.Mpos = 0
// If it's not a *, print the right help string or an error if he
// typed a funny character.
if helpch != '*' {
g.move(0, 0)
for _, strp := range helpStr {
if strp.Ch == helpch {
g.Msgs.LowerMsg = true
g.msg("%s%s", unctrl(strp.Ch), strp.Desc)
g.Msgs.LowerMsg = false
return
}
}
g.msg("unknown character '%s'", unctrl(helpch))
return
}
// Here we print help for everything, then wait before we return to
// command mode.
numprint := 0
for _, strp := range helpStr {
if strp.Print {
numprint++
}
}
if numprint&1 == 1 { // round odd numbers up
numprint++
}
numprint /= 2
if numprint > NumLines-1 {
numprint = NumLines - 1
}
hw := g.scr.Hw
hw.Clear()
cnt := 0
for _, strp := range helpStr {
if !strp.Print {
continue
}
x := 0
if cnt >= numprint {
x = NumCols / 2
}
hw.Move(cnt%numprint, x)
if strp.Ch != 0 {
hw.AddStr(unctrl(strp.Ch))
}
hw.AddStr(strp.Desc)
if cnt++; cnt >= numprint*2 {
break
}
}
hw.MvAddStr(NumLines-1, 0, "--Press space to continue--")
g.scr.RefreshWin(hw)
g.waitFor(' ')
g.msg("")
g.refresh()
}
// identList is command.c's static ident_list.
var identList = []helpEntry{
{'|', "wall of a room", false},
{'-', "wall of a room", false},
{Gold, "gold", false},
{Stairs, "a staircase", false},
{Door, "door", false},
{Floor, "room floor", false},
{PlayerCh, "you", false},
{Passage, "passage", false},
{Trap, "trap", false},
{Potion, "potion", false},
{Scroll, "scroll", false},
{Food, "food", false},
{Weapon, "weapon", false},
{' ', "solid rock", false},
{Armor, "armor", false},
{Amulet, "the Amulet of Yendor", false},
{Ring, "ring", false},
{Stick, "wand or staff", false},
}
// identify tells the player what a certain thing is (command.c identify).
func (g *RogueGame) identify() {
g.msg("what do you want identified? ")
ch := g.readchar()
g.Msgs.Mpos = 0
if ch == Escape {
g.msg("")
return
}
var str string
if isUpper(ch) {
str = g.Monsters[ch-'A'].Name
} else {
str = "unknown character"
for _, hp := range identList {
if hp.Ch == ch {
str = hp.Desc
break
}
}
}
g.msg("'%s': %s", unctrl(ch), str)
}
// dLevel: he wants to go down a level (command.c d_level).
func (g *RogueGame) dLevel() {
if g.levitCheck() {
return
}
if g.Level.Char(g.Player.Pos.Y, g.Player.Pos.X) != Stairs {
g.msg("I see no way down")
} else {
g.Depth++
g.SeenStairs = false
g.NewLevel()
}
}
// uLevel: he wants to go up a level (command.c u_level).
func (g *RogueGame) uLevel() {
if g.levitCheck() {
return
}
if g.Level.Char(g.Player.Pos.Y, g.Player.Pos.X) == Stairs {
if g.HasAmulet {
g.Depth--
if g.Depth == 0 {
g.totalWinner()
}
g.NewLevel()
g.msg("you feel a wrenching sensation in your gut")
} else {
g.msg("your way is magically blocked")
}
} else {
g.msg("I see no way up")
}
}
// levitCheck checks whether she's levitating, and if she is, prints an
// appropriate message (command.c levit_check).
func (g *RogueGame) levitCheck() bool {
if !g.Player.On(IsLevit) {
return false
}
g.msg("You can't. You're floating off the ground!")
return true
}
// call allows a user to call a potion, scroll, or ring something
// (command.c call).
func (g *RogueGame) call() {
obj := g.getItem("call", Callable)
// Make certain that it is something that we want to name
if obj == nil {
return
}
var op *ObjInfo
var elsewise string
var know *bool
var guess *string
it := &g.Items
switch obj.Type {
case Ring:
op = &it.Rings[obj.Which]
elsewise = it.RingStones[obj.Which]
case Potion:
op = &it.Potions[obj.Which]
elsewise = it.PotColors[obj.Which]
case Scroll:
op = &it.Scrolls[obj.Which]
elsewise = it.ScrNames[obj.Which]
case Stick:
op = &it.Sticks[obj.Which]
elsewise = it.WandMade[obj.Which]
case Food:
g.msg("you can't call that anything")
return
default:
guess = &obj.Label
elsewise = obj.Label
}
fromGuess := false
if op != nil {
know = &op.Know
guess = &op.Guess
if *guess != "" {
elsewise = *guess
fromGuess = true
}
} else {
fromGuess = elsewise != "" && elsewise == *guess
}
if know != nil && *know {
g.msg("that has already been identified")
return
}
if fromGuess {
if !g.Options.Terse {
g.addmsg("Was ")
}
g.msg("called \"%s\"", elsewise)
}
g.msg("%s", g.chooseTerse("call it: ", "what do you want to call it? "))
buf := elsewise
if g.getStr(&buf, g.scr.Std) == Norm {
*guess = buf
}
}
// current prints the current weapon/armor (command.c current).
func (g *RogueGame) current(cur *Object, how, where string) {
g.After = false
if cur != nil {
if !g.Options.Terse {
g.addmsg("you are %s (", how)
}
g.InvDescribe = false
g.addmsg("%c) %s", cur.PackCh, g.invName(cur, true))
g.InvDescribe = true
if where != "" {
g.addmsg(" %s", where)
}
g.endmsg()
} else {
if !g.Options.Terse {
g.addmsg("you are ")
}
g.addmsg("%s nothing", how)
if where != "" {
g.addmsg(" %s", where)
}
g.endmsg()
}
}
// shell lets them escape for a while (main.c shell). The terminal decides
// how to actually suspend; headless terminals just decline.
func (g *RogueGame) shell() {
g.After = false
if se, ok := g.scr.term.(interface{ ShellEscape() }); ok {
g.InShell = true
se.ShellEscape()
g.InShell = false
g.refresh()
} else {
g.msg("shell escape is not available")
}
}

View File

@@ -94,6 +94,10 @@ type RogueGame struct {
LastPick *Object LastPick *Object
LLastPick *Object LLastPick *Object
lastDelt Coord // misc.c get_dir static last_delt lastDelt Coord // misc.c get_dir static last_delt
// command.c statics
countCh byte
direction byte
newCount bool
// dungeon generation working state // dungeon generation working state
maze mazeState // rooms.c maze statics maze mazeState // rooms.c maze statics
@@ -131,6 +135,9 @@ type RogueGame struct {
LastScore int LastScore int
AllScore bool AllScore bool
ScorePath string 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 // 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.Msgs.SaveMsg = true
g.scr = NewScreen(cfg.Term) g.scr = NewScreen(cfg.Term)
g.FileName = cfg.Home + "/rogue.save" g.FileName = cfg.Home + "/rogue.save"
g.rogueOpts = cfg.RogueOpts
if cfg.Wizard { if cfg.Wizard {
g.Player.Flags.Set(SeeMonst) 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.Monsters = monsterTable
g.Items.Group = 2 // weapons.c: int group = 2 g.Items.Group = 2 // weapons.c: int group = 2
@@ -179,6 +189,62 @@ func NewGame(cfg Config) *RogueGame {
return g 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 // quit has the player make certain, then exits (main.c quit). The final
// scoring display arrives with the endgame phase. // scoring display arrives with the endgame phase.
func (g *RogueGame) quit(int) { func (g *RogueGame) quit(int) {

View File

@@ -50,23 +50,6 @@ func (l *Level) VisibleChar(y, x int) byte {
return l.Char(y, x) return l.Char(y, x)
} }
// reset clears the per-level state ahead of NewLevel drawing a fresh level.
func (l *Level) reset() {
for i := range l.Places {
l.Places[i] = Place{}
}
for i := range l.Rooms {
l.Rooms[i] = Room{}
}
for i := range l.Passages {
l.Passages[i] = Room{Flags: IsGone | IsDark}
}
l.Objects = nil
l.Monsters = nil
l.Stairs = Coord{}
l.NTraps = 0
}
// goldCalc is the GOLDCALC macro: how much a gold pile is worth at depth. // goldCalc is the GOLDCALC macro: how much a gold pile is worth at depth.
func (g *RogueGame) goldCalc() int { func (g *RogueGame) goldCalc() int {
return g.rnd(50+10*g.Depth) + 2 return g.rnd(50+10*g.Depth) + 2

View File

@@ -246,6 +246,38 @@ func (g *RogueGame) door(rm *Room, cp Coord) {
} }
} }
// addPass adds the passages to the current window — wizard command
// (passages.c add_pass).
func (g *RogueGame) addPass() {
for y := 1; y < NumLines-1; y++ {
for x := 0; x < NumCols; x++ {
pp := g.Level.At(y, x)
if pp.Flags.Has(FPass) || pp.Ch == Door ||
(!pp.Flags.Has(FReal) && (pp.Ch == '|' || pp.Ch == '-')) {
ch := pp.Ch
if pp.Flags.Has(FPass) {
ch = Passage
}
pp.Flags.Set(FSeen)
g.move(y, x)
if pp.Monst != nil {
pp.Monst.OldCh = pp.Ch
} else if pp.Flags.Has(FReal) {
g.addch(ch)
} else {
g.standout()
if pp.Flags.Has(FPass) {
g.addch(Passage)
} else {
g.addch(Door)
}
g.standend()
}
}
}
}
}
// passnum assigns a number to each passageway (passages.c passnum). // passnum assigns a number to each passageway (passages.c passnum).
func (g *RogueGame) passnum() { func (g *RogueGame) passnum() {
g.pnum = 0 g.pnum = 0

View File

@@ -216,6 +216,26 @@ func (g *RogueGame) killname(monst byte, doart bool) string {
return sp return sp
} }
// DeathDemo implements the -d command line option (main.c): burn some
// random numbers to break patterns, then die a random death.
func (g *RogueGame) DeathDemo() {
defer func() {
if r := recover(); r != nil {
if _, ok := r.(gameEnd); ok {
return
}
panic(r)
}
}()
dnum := g.rnd(100)
for dnum--; dnum > 0; dnum-- {
g.rnd(100)
}
g.Player.Purse = g.rnd(100) + 1
g.Depth = g.rnd(100) + 1
g.death(g.deathMonst())
}
// deathMonst returns a monster appropriate for a random death (rip.c // deathMonst returns a monster appropriate for a random death (rip.c
// death_monst). // death_monst).
func (g *RogueGame) deathMonst() byte { func (g *RogueGame) deathMonst() byte {

104
game/run_test.go Normal file
View File

@@ -0,0 +1,104 @@
package game
import (
"strings"
"testing"
)
// TestRunScriptedSession drives a complete game through Run(): a few
// moves, a rest, an inventory, then Q-quit answered yes.
func TestRunScriptedSession(t *testing.T) {
tt := &testTerm{input: []byte("hjkl.i Qy")}
g := NewGame(Config{Seed: 99, Term: tt})
if err := g.Run(); err != nil {
t.Fatalf("Run: %v", err)
}
if g.Playing {
t.Error("still playing after quit")
}
// After quitting, the scoreboard is the last thing shown (in C it went
// to stdout after endwin; here it is drawn on the screen).
found := false
for y := 0; y < NumLines; y++ {
if strings.Contains(g.scr.Std.Line(y), "Top Ten") {
found = true
}
}
if !found {
t.Error("score list not on screen after quit")
}
}
// TestRunManyTurns mashes movement keys for a while as a crash sweep of
// the whole turn loop (daemons, hunger, monsters, combat), ending with a
// quit. The input alternates directions so the hero bumps around rooms.
func TestRunManyTurns(t *testing.T) {
// Spaces between commands double as answers to any --More-- prompts;
// without them a single prompt would swallow the rest of the script
// (wait_for eats everything that isn't a space).
var script []byte
moves := []byte("h h j j k k l l y u b n s s . . ")
for range 200 {
script = append(script, moves...)
}
script = append(script, " Q y Qy"...)
tt := &testTerm{input: script}
g := NewGame(Config{Seed: 31337, Term: tt})
if err := g.Run(); err != nil {
t.Fatalf("Run: %v", err)
}
if g.Playing {
t.Error("session did not end")
}
}
// TestRunDownStairs walks the hero onto the stairs by teleporting there in
// wizard style, then descends and keeps playing.
func TestRunDownStairs(t *testing.T) {
tt := &testTerm{input: []byte(">..Qy")}
g := NewGame(Config{Seed: 7, Term: tt})
g.NewLevel()
g.Player.Pos = g.Level.Stairs // stand on the stairs
g.restored = true // keep Run from regenerating the level
g.Daemons = DaemonList{} // and give it a fresh daemon table
g.StartDaemon(DRunners, 0, After)
g.StartDaemon(DDoctor, 0, After)
g.Fuse(DSwander, 0, wanderTime(g), After)
g.StartDaemon(DStomach, 0, After)
if err := g.Run(); err != nil {
t.Fatalf("Run: %v", err)
}
if g.Depth != 2 {
t.Errorf("depth = %d after descending, want 2", g.Depth)
}
}
// TestSaveCommandRoundTrip saves via the 'S' command (as a player would)
// and restores the game.
func TestSaveCommandRoundTrip(t *testing.T) {
// The C get_str caps input at MAXINP=50 characters, so the save path
// must be short: work from the temp directory.
t.Chdir(t.TempDir())
path := "cmd.save"
// 'S' with no default file name goes straight to the name prompt.
script := "S" + path + "\n"
tt := &testTerm{input: []byte(script)}
g := NewGame(Config{Seed: 55, Term: tt})
g.FileName = "" // force the name prompt
if err := g.Run(); err != nil {
t.Fatalf("Run: %v", err)
}
h, err := Restore(path, Config{Term: &testTerm{}})
if err != nil {
t.Fatalf("Restore: %v", err)
}
if h.Depth != g.Depth || h.Player.Purse != g.Player.Purse {
t.Error("restored game does not match saved game")
}
// The restored game must be playable.
h.scr.term.(*testTerm).input = []byte("..Qy")
if err := h.Run(); err != nil {
t.Fatalf("restored Run: %v", err)
}
}

553
game/save.go Normal file
View File

@@ -0,0 +1,553 @@
package game
import (
"encoding/gob"
"fmt"
"os"
)
// save.c + state.c — game persistence. The hand-written, XOR-encrypted C
// serializer becomes a gob snapshot; what remains hand-written is exactly
// what state.c's rs_fix_thing did: pointers that alias other structures
// (equipment, chase targets, room membership) are encoded as indices.
// destRef encodes a monster's chase target (state.c rs_write_thing's
// (kind, index) pairs).
type destRef struct {
Kind int // 0 none, 1 hero, 2 monster index, 3 level-object index, 4 room gold
Idx int
}
// savedCreature is the pointer-free image of a Creature.
type savedCreature struct {
Pos Coord
Turn bool
Type byte
Disguise byte
OldCh byte
Flags CreatureFlags
Stats Stats
RoomIdx int // 0..MaxRooms-1; 100+i for passages; -1 none
Pack []Object
}
// savedPlayer adds the player-only state. The creature half is a named
// field, not an embedded one: gob drops embedded fields of unexported
// types silently.
type savedPlayer struct {
Body savedCreature
CurArmor int // pack indices; -1 = none
CurWeapon int
CurRing [2]int
PackUsed [26]bool
Inpack int
Purse int
FoodLeft int
HungryState int
NoFood int
MaxStats Stats
VfHit int
}
// savedPlace is one map cell without its monster pointer.
type savedPlace struct {
Ch byte
Flags PlaceFlags
}
// SaveState is the complete serialized game (the field list mirrors
// state.c rs_save_file).
type SaveState struct {
Version string
Seed int32
Dnum int
Whoami string
Fruit string
Home string
Wizard bool
Player savedPlayer
Depth int
MaxDepth int
HasAmulet bool
SeenStairs bool
Places []savedPlace
Rooms [MaxRooms]Room
Passages [MaxPass]Room
Objects []Object
Monsters []savedCreature
Dests []destRef // parallel to Monsters
Stairs Coord
NTraps int
After bool
Again bool
NoScoreF bool
Count int
NoCommand int
NoMove int
Quiet int
Running bool
RunCh byte
DoorStop bool
Firstmove bool
MoveOn bool
ToDeath bool
Kamikaze bool
MaxHit int
Take byte
Delta Coord
DirCh byte
LastComm byte
LastDir byte
LastPick int // pack index, -1
Oldpos Coord
OldrpIdx int
Daemons DaemonList
Options Options
Items ItemLore
Bestiary [26]MonsterKind
Huh string
LastScore int
AllScore bool
Screen []byte // the visible map (Std window contents)
}
// roomIdx encodes a room pointer as an index (state.c find_room_coord).
func (g *RogueGame) roomIdx(rp *Room) int {
if rp == nil {
return -1
}
for i := range g.Level.Rooms {
if rp == &g.Level.Rooms[i] {
return i
}
}
for i := range g.Level.Passages {
if rp == &g.Level.Passages[i] {
return 100 + i
}
}
return -1
}
// roomAt decodes a room index.
func (g *RogueGame) roomAt(i int) *Room {
switch {
case i >= 100:
return &g.Level.Passages[i-100]
case i >= 0:
return &g.Level.Rooms[i]
}
return nil
}
// packIdx finds an object in the player's pack (state.c find_list_ptr).
func (g *RogueGame) packIdx(obj *Object) int {
if obj == nil {
return -1
}
for i, o := range g.Player.Pack {
if o == obj {
return i
}
}
return -1
}
// snapshot captures the complete game state.
func (g *RogueGame) snapshot() *SaveState {
p := &g.Player
st := &SaveState{
Version: Release,
Seed: g.Rng.Seed,
Dnum: g.Dnum,
Whoami: g.Whoami,
Fruit: g.Fruit,
Home: g.Home,
Wizard: g.Wizard,
Depth: g.Depth,
MaxDepth: g.MaxDepth,
HasAmulet: g.HasAmulet,
SeenStairs: g.SeenStairs,
Rooms: g.Level.Rooms,
Passages: g.Level.Passages,
Stairs: g.Level.Stairs,
NTraps: g.Level.NTraps,
After: g.After,
Again: g.Again,
NoScoreF: g.NoScore,
Count: g.Count,
NoCommand: g.NoCommand,
NoMove: g.NoMove,
Quiet: g.Quiet,
Running: g.Running,
RunCh: g.RunCh,
DoorStop: g.DoorStop,
Firstmove: g.Firstmove,
MoveOn: g.MoveOn,
ToDeath: g.ToDeath,
Kamikaze: g.Kamikaze,
MaxHit: g.MaxHit,
Take: g.Take,
Delta: g.Delta,
DirCh: g.DirCh,
LastComm: g.LastComm,
LastDir: g.LastDir,
LastPick: g.packIdx(g.LastPick),
Oldpos: g.Oldpos,
OldrpIdx: g.roomIdx(g.Oldrp),
Daemons: g.Daemons,
Options: g.Options,
Items: g.Items,
Bestiary: g.Monsters,
Huh: g.Msgs.Huh,
LastScore: g.LastScore,
AllScore: g.AllScore,
Screen: g.scr.Std.Contents(),
}
// the map, sans monster pointers (rebuilt on load)
st.Places = make([]savedPlace, len(g.Level.Places))
for i := range g.Level.Places {
st.Places[i] = savedPlace{
Ch: g.Level.Places[i].Ch,
Flags: g.Level.Places[i].Flags,
}
}
// level objects by value; remember their pointers for dest encoding
objAt := make(map[*Object]int, len(g.Level.Objects))
for i, o := range g.Level.Objects {
st.Objects = append(st.Objects, *o)
objAt[o] = i
}
// the player
st.Player = savedPlayer{
Body: savedCreature{
Pos: p.Pos, Turn: p.Turn, Type: p.Type, Disguise: p.Disguise,
OldCh: p.OldCh, Flags: p.Flags, Stats: p.Stats,
RoomIdx: g.roomIdx(p.Room),
},
CurArmor: g.packIdx(p.CurArmor),
CurWeapon: g.packIdx(p.CurWeapon),
CurRing: [2]int{
g.packIdx(p.CurRing[Left]), g.packIdx(p.CurRing[Right]),
},
PackUsed: p.PackUsed, Inpack: p.Inpack, Purse: p.Purse,
FoodLeft: p.FoodLeft, HungryState: p.HungryState, NoFood: p.NoFood,
MaxStats: p.MaxStats, VfHit: p.VfHit,
}
for _, o := range p.Pack {
st.Player.Body.Pack = append(st.Player.Body.Pack, *o)
}
// monsters, with chase targets as (kind, index) references
for _, m := range g.Level.Monsters {
sc := savedCreature{
Pos: m.Pos, Turn: m.Turn, Type: m.Type, Disguise: m.Disguise,
OldCh: m.OldCh, Flags: m.Flags, Stats: m.Stats,
RoomIdx: g.roomIdx(m.Room),
}
for _, o := range m.Pack {
sc.Pack = append(sc.Pack, *o)
}
st.Monsters = append(st.Monsters, sc)
ref := destRef{}
switch {
case m.Dest == nil:
case m.Dest == &p.Pos:
ref = destRef{Kind: 1}
default:
for mi, om := range g.Level.Monsters {
if m.Dest == &om.Pos {
ref = destRef{Kind: 2, Idx: mi}
}
}
if ref.Kind == 0 {
for _, oo := range g.Level.Objects {
if m.Dest == &oo.Pos {
ref = destRef{Kind: 3, Idx: objAt[oo]}
}
}
}
if ref.Kind == 0 {
for ri := range g.Level.Rooms {
if m.Dest == &g.Level.Rooms[ri].Gold {
ref = destRef{Kind: 4, Idx: ri}
}
}
}
}
st.Dests = append(st.Dests, ref)
}
return st
}
// applySnapshot rebuilds live game state from a snapshot.
func (g *RogueGame) applySnapshot(st *SaveState) {
p := &g.Player
g.Rng.Seed = st.Seed
g.Dnum = st.Dnum
g.Whoami = st.Whoami
g.Fruit = st.Fruit
g.Home = st.Home
g.Wizard = st.Wizard
g.Depth = st.Depth
g.MaxDepth = st.MaxDepth
g.HasAmulet = st.HasAmulet
g.SeenStairs = st.SeenStairs
g.Level.Rooms = st.Rooms
g.Level.Passages = st.Passages
g.Level.Stairs = st.Stairs
g.Level.NTraps = st.NTraps
g.After = st.After
g.Again = st.Again
g.NoScore = st.NoScoreF
g.Count = st.Count
g.NoCommand = st.NoCommand
g.NoMove = st.NoMove
g.Quiet = st.Quiet
g.Running = st.Running
g.RunCh = st.RunCh
g.DoorStop = st.DoorStop
g.Firstmove = st.Firstmove
g.MoveOn = st.MoveOn
g.ToDeath = st.ToDeath
g.Kamikaze = st.Kamikaze
g.MaxHit = st.MaxHit
g.Take = st.Take
g.Delta = st.Delta
g.DirCh = st.DirCh
g.LastComm = st.LastComm
g.LastDir = st.LastDir
g.Oldpos = st.Oldpos
g.Oldrp = g.roomAt(st.OldrpIdx)
g.Daemons = st.Daemons
g.Options = st.Options
g.Items = st.Items
g.Monsters = st.Bestiary
g.Msgs.Huh = st.Huh
g.LastScore = st.LastScore
g.AllScore = st.AllScore
g.Playing = true
for i := range g.Level.Places {
g.Level.Places[i] = Place{
Ch: st.Places[i].Ch,
Flags: st.Places[i].Flags,
}
}
// level objects
g.Level.Objects = nil
for i := range st.Objects {
o := st.Objects[i]
g.Level.Objects = append(g.Level.Objects, &o)
}
// the player
sp := &st.Player
p.Pos = sp.Body.Pos
p.Turn = sp.Body.Turn
p.Type = sp.Body.Type
p.Disguise = sp.Body.Disguise
p.OldCh = sp.Body.OldCh
p.Flags = sp.Body.Flags
p.Stats = sp.Body.Stats
p.Room = g.roomAt(sp.Body.RoomIdx)
p.Pack = nil
for i := range sp.Body.Pack {
o := sp.Body.Pack[i]
p.Pack = append(p.Pack, &o)
}
pick := func(i int) *Object {
if i < 0 || i >= len(p.Pack) {
return nil
}
return p.Pack[i]
}
p.CurArmor = pick(sp.CurArmor)
p.CurWeapon = pick(sp.CurWeapon)
p.CurRing[Left] = pick(sp.CurRing[0])
p.CurRing[Right] = pick(sp.CurRing[1])
g.LastPick = pick(st.LastPick)
p.PackUsed = sp.PackUsed
p.Inpack = sp.Inpack
p.Purse = sp.Purse
p.FoodLeft = sp.FoodLeft
p.HungryState = sp.HungryState
p.NoFood = sp.NoFood
p.MaxStats = sp.MaxStats
p.VfHit = sp.VfHit
// monsters, their map index, and their chase targets
g.Level.Monsters = nil
for i := range st.Monsters {
sc := &st.Monsters[i]
m := &Monster{Creature: Creature{
Pos: sc.Pos, Turn: sc.Turn, Type: sc.Type, Disguise: sc.Disguise,
OldCh: sc.OldCh, Flags: sc.Flags, Stats: sc.Stats,
Room: g.roomAt(sc.RoomIdx),
}}
for j := range sc.Pack {
o := sc.Pack[j]
m.Pack = append(m.Pack, &o)
}
g.Level.Monsters = append(g.Level.Monsters, m)
g.Level.SetMonsterAt(m.Pos.Y, m.Pos.X, m)
}
for i, ref := range st.Dests {
m := g.Level.Monsters[i]
switch ref.Kind {
case 1:
m.Dest = &p.Pos
case 2:
m.Dest = &g.Level.Monsters[ref.Idx].Pos
case 3:
m.Dest = &g.Level.Objects[ref.Idx].Pos
case 4:
m.Dest = &g.Level.Rooms[ref.Idx].Gold
}
}
g.scr.Std.SetContents(st.Screen)
}
// saveGame implements the "save game" command (save.c save_game). The C
// goto over/gotfile flow becomes the useDefault flag.
func (g *RogueGame) saveGame() {
g.Msgs.Mpos = 0
over:
useDefault := false
if g.FileName != "" {
var c byte
for {
g.msg("save file (%s)? ", g.FileName)
c = g.readchar()
g.Msgs.Mpos = 0
if c == Escape {
g.msg("")
return
}
if c == 'n' || c == 'N' || c == 'y' || c == 'Y' {
break
}
g.msg("please answer Y or N")
}
if c == 'y' || c == 'Y' {
g.addstr("Yes\n")
g.refresh()
useDefault = true
}
}
for {
var buf string
if useDefault {
buf = g.FileName
useDefault = false
} else {
g.Msgs.Mpos = 0
g.msg("file name: ")
if g.getStr(&buf, g.scr.Std) == Quit {
g.msg("")
return
}
g.Msgs.Mpos = 0
}
// test to see if the file exists
if _, err := os.Stat(buf); err == nil {
for {
g.msg("File exists. Do you wish to overwrite it?")
g.Msgs.Mpos = 0
c := g.readchar()
if c == Escape {
g.msg("")
return
}
if c == 'y' || c == 'Y' {
break
}
if c == 'n' || c == 'N' {
goto over
}
g.msg("Please answer Y or N")
}
g.msg("file name: %s", buf)
os.Remove(g.FileName)
}
g.FileName = buf
if err := g.saveFile(g.FileName); err != nil {
g.msg("%s", err.Error())
continue
}
break
}
g.myExit(0)
}
// saveFile writes the saved game (save.c save_file).
func (g *RogueGame) saveFile(path string) error {
f, err := os.OpenFile(path, os.O_CREATE|os.O_TRUNC|os.O_WRONLY, 0o400)
if err != nil {
return err
}
defer f.Close()
if err := gob.NewEncoder(f).Encode(g.snapshot()); err != nil {
os.Remove(path)
return err
}
return os.Chmod(path, 0o400)
}
// AutoSave silently saves to the current file name; used on SIGHUP/SIGTERM
// (save.c auto_save).
func (g *RogueGame) AutoSave() {
if g.FileName != "" {
os.Remove(g.FileName)
g.saveFile(g.FileName)
}
}
// Restore restores a saved game from a file (save.c restore). The file is
// deleted, as in C, to defeat restarting from the same save.
func Restore(path string, cfg Config) (*RogueGame, error) {
f, err := os.Open(path)
if err != nil {
return nil, err
}
defer f.Close()
var st SaveState
if err := gob.NewDecoder(f).Decode(&st); err != nil {
return nil, fmt.Errorf("%s: corrupt or incompatible save file: %w", path, err)
}
if st.Version != Release {
return nil, fmt.Errorf("sorry, saved game is out of date")
}
g := &RogueGame{
Rng: &Rng{},
Playing: true,
ScorePath: cfg.ScorePath,
FileName: path,
rogueOpts: cfg.RogueOpts,
restored: true,
}
g.scr = NewScreen(cfg.Term)
g.applySnapshot(&st)
// defeat multiple restarting from the same place
if err := os.Remove(path); err != nil {
return nil, fmt.Errorf("cannot unlink file: %w", err)
}
return g, nil
}

112
game/save_test.go Normal file
View File

@@ -0,0 +1,112 @@
package game
import (
"encoding/gob"
"os"
"path/filepath"
"testing"
)
func TestSaveRestoreRoundTrip(t *testing.T) {
g := mkGame(t, 4242)
// Dirty up some state so the round trip is meaningful.
g.Player.Purse = 123
g.Player.FoodLeft = 777
g.HasAmulet = true
g.Items.Potions[PHealing].Know = true
g.Items.Scrolls[SMap].Guess = "map???"
g.Monsters['F'-'A'].Stats.Dmg = "3x1" // mutated bestiary must survive
if len(g.Level.Monsters) > 0 {
g.Level.Monsters[0].Flags.Set(IsRun)
g.Level.Monsters[0].Dest = &g.Player.Pos
}
path := filepath.Join(t.TempDir(), "rogue.save")
if err := g.saveFile(path); err != nil {
t.Fatalf("saveFile: %v", err)
}
h, err := Restore(path, Config{Term: &testTerm{}})
if err != nil {
t.Fatalf("Restore: %v", err)
}
if _, err := os.Stat(path); !os.IsNotExist(err) {
t.Error("save file not deleted on restore (C anti-restart rule)")
}
if h.Player.Purse != 123 || h.Player.FoodLeft != 777 {
t.Errorf("player state lost: purse=%d food=%d",
h.Player.Purse, h.Player.FoodLeft)
}
if !h.HasAmulet {
t.Error("amulet flag lost")
}
if !h.Items.Potions[PHealing].Know {
t.Error("potion identification lost")
}
if h.Items.Scrolls[SMap].Guess != "map???" {
t.Error("scroll guess lost")
}
if h.Monsters['F'-'A'].Stats.Dmg != "3x1" {
t.Error("mutated bestiary lost")
}
if h.Rng.Seed != g.Rng.Seed {
t.Error("RNG state lost")
}
if renderMap(h) != renderMap(g) {
t.Error("restored level map differs")
}
if len(h.Level.Monsters) != len(g.Level.Monsters) {
t.Fatalf("monster count %d != %d",
len(h.Level.Monsters), len(g.Level.Monsters))
}
if len(g.Level.Monsters) > 0 {
m := h.Level.Monsters[0]
if m.Dest != &h.Player.Pos {
t.Error("monster chase target not re-aliased to the hero")
}
if h.Level.MonsterAt(m.Pos.Y, m.Pos.X) != m {
t.Error("map monster index not rebuilt")
}
if m.Room == nil {
t.Error("monster room pointer not rebuilt")
}
}
// Equipment aliasing: the wielded mace must be the same *Object as the
// one in the pack.
st := g.snapshot()
t.Logf("snapshot indices: weapon=%d armor=%d rings=%v packlen=%d",
st.Player.CurWeapon, st.Player.CurArmor, st.Player.CurRing,
len(st.Player.Body.Pack))
t.Logf("restored: CurWeapon=%p pack has %d items", h.Player.CurWeapon,
len(h.Player.Pack))
found := false
for i, o := range h.Player.Pack {
t.Logf(" pack[%d]=%p type=%c which=%d", i, o, o.Type, o.Which)
if o == h.Player.CurWeapon {
found = true
}
}
if !found {
t.Error("restored CurWeapon is not aliased into the pack")
}
}
func TestRestoreRejectsWrongVersion(t *testing.T) {
g := mkGame(t, 1)
path := filepath.Join(t.TempDir(), "rogue.save")
st := g.snapshot()
st.Version = "0.0.0"
f, err := os.Create(path)
if err != nil {
t.Fatal(err)
}
if err := gob.NewEncoder(f).Encode(st); err != nil {
t.Fatal(err)
}
f.Close()
if _, err := Restore(path, Config{}); err == nil {
t.Error("restore accepted an out-of-date save")
}
}

View File

@@ -138,6 +138,35 @@ func (w *Window) CopyFrom(src *Window) {
copy(w.cells, src.cells) copy(w.cells, src.cells)
} }
// Size reports the window dimensions.
func (w *Window) Size() (rows, cols int) { return w.rows, w.cols }
// CellAt reports the character and standout attribute at a position; used
// by Terminal implementations to render the window.
func (w *Window) CellAt(y, x int) (ch byte, standout bool) {
c := w.at(y, x)
return c.ch, c.standout
}
// Contents dumps the window characters row-major (the save file keeps the
// visible map, as the C game saved the curses screen).
func (w *Window) Contents() []byte {
out := make([]byte, len(w.cells))
for i, c := range w.cells {
out[i] = c.ch
}
return out
}
// SetContents restores a Contents dump.
func (w *Window) SetContents(data []byte) {
for i := range w.cells {
if i < len(data) {
w.cells[i] = cell{ch: data[i]}
}
}
}
// Line returns row y as a trimmed string; used by tests and the death/ // Line returns row y as a trimmed string; used by tests and the death/
// victory screens. // victory screens.
func (w *Window) Line(y int) string { func (w *Window) Line(y int) string {

View File

@@ -1,8 +1,96 @@
package game package game
// wizard.c — special wizard commands, some of which are also non-wizard // wizard.c — special wizard commands, some of which are also non-wizard
// commands under strange circumstances. The MASTER-only debug commands // commands under strange circumstances. The DES password check is not
// (create_obj, show_map) arrive with the UI phase. // ported: wizard mode is enabled by configuration instead.
// createObj is the wizard command for getting anything he wants (wizard.c
// create_obj).
func (g *RogueGame) createObj() {
obj := newObject()
g.msg("type of item: ")
obj.Type = g.readchar()
g.Msgs.Mpos = 0
g.msg("which %c do you want? (0-f)", obj.Type)
ch := g.readchar()
if isDigit(ch) {
obj.Which = int(ch - '0')
} else {
obj.Which = int(ch-'a') + 10
}
obj.Group = 0
obj.Count = 1
g.Msgs.Mpos = 0
switch {
case obj.Type == Weapon || obj.Type == Armor:
g.msg("blessing? (+,-,n)")
bless := g.readchar()
g.Msgs.Mpos = 0
if bless == '-' {
obj.Flags.Set(IsCursed)
}
if obj.Type == Weapon {
g.initWeapon(obj, obj.Which)
if bless == '-' {
obj.HPlus -= g.rnd(3) + 1
}
if bless == '+' {
obj.HPlus += g.rnd(3) + 1
}
} else {
obj.Arm = aClass[obj.Which]
if bless == '-' {
obj.Arm += g.rnd(3) + 1
}
if bless == '+' {
obj.Arm -= g.rnd(3) + 1
}
}
case obj.Type == Ring:
switch obj.Which {
case RProtect, RAddStr, RAddHit, RAddDam:
g.msg("blessing? (+,-,n)")
bless := g.readchar()
g.Msgs.Mpos = 0
if bless == '-' {
obj.Flags.Set(IsCursed)
obj.Arm = -1
} else {
obj.Arm = g.rnd(2) + 1
}
case RAggr, RTeleport:
obj.Flags.Set(IsCursed)
}
case obj.Type == Stick:
g.fixStick(obj)
case obj.Type == Gold:
g.msg("how much?")
buf := ""
if g.getStr(&buf, g.scr.Std) == Norm {
obj.SetGoldVal(cAtoi(buf))
}
}
g.addPack(obj, false)
}
// showMap prints out the whole map for the wizard (wizard.c show_map).
func (g *RogueGame) showMap() {
hw := g.scr.Hw
hw.Clear()
for y := 1; y < NumLines-1; y++ {
for x := 0; x < NumCols; x++ {
real := g.Level.FlagsAt(y, x).Has(FReal)
if !real {
hw.Standout(true)
}
hw.MvAddCh(y, x, g.Level.Char(y, x))
if !real {
hw.Standout(false)
}
}
}
g.showWin("---More (level map)---")
}
// whatis identifies what a certain object is (wizard.c whatis). // whatis identifies what a certain object is (wizard.c whatis).
func (g *RogueGame) whatis(insist bool, typ int) { func (g *RogueGame) whatis(insist bool, typ int) {

10
go.mod
View File

@@ -1,3 +1,13 @@
module sneak.berlin/go/rogue module sneak.berlin/go/rogue
go 1.25.7 go 1.25.7
require (
github.com/gdamore/encoding v1.0.1 // indirect
github.com/gdamore/tcell/v2 v2.13.10 // indirect
github.com/lucasb-eyer/go-colorful v1.3.0 // indirect
github.com/rivo/uniseg v0.4.7 // indirect
golang.org/x/sys v0.38.0 // indirect
golang.org/x/term v0.37.0 // indirect
golang.org/x/text v0.31.0 // indirect
)

45
go.sum Normal file
View File

@@ -0,0 +1,45 @@
github.com/gdamore/encoding v1.0.1 h1:YzKZckdBL6jVt2Gc+5p82qhrGiqMdG/eNs6Wy0u3Uhw=
github.com/gdamore/encoding v1.0.1/go.mod h1:0Z0cMFinngz9kS1QfMjCP8TY7em3bZYeeklsSDPivEo=
github.com/gdamore/tcell/v2 v2.13.10 h1:Afs3JKt83HnhuUKdZ3MnxUgOqQRWftj5JyDqv1LLynA=
github.com/gdamore/tcell/v2 v2.13.10/go.mod h1:+Wfe208WDdB7INEtCsNrAN6O2m+wsTPk1RAovjaILlo=
github.com/lucasb-eyer/go-colorful v1.3.0 h1:2/yBRLdWBZKrf7gB40FoiKfAWYQ0lqNcbuQwVHXptag=
github.com/lucasb-eyer/go-colorful v1.3.0/go.mod h1:R4dSotOR9KMtayYi1e77YzuveK+i7ruzyGqttikkLy0=
github.com/rivo/uniseg v0.4.7 h1:WUdvkW8uEhrYfLC4ZzdpI2ztxP1I582+49Oc5Mq64VQ=
github.com/rivo/uniseg v0.4.7/go.mod h1:FN3SvrM+Zdj16jyLfmOkMNblXMcoc8DfTHruCPUcx88=
github.com/yuin/goldmark v1.4.13/go.mod h1:6yULJ656Px+3vBD8DxQVa3kxgyrAnzto9xy5taEt/CY=
golang.org/x/crypto v0.0.0-20190308221718-c2843e01d9a2/go.mod h1:djNgcEr1/C05ACkg1iLfiJU5Ep61QUkGW8qpdssI0+w=
golang.org/x/crypto v0.0.0-20210921155107-089bfa567519/go.mod h1:GvvjBRRGRdwPK5ydBHafDWAxML/pGHZbMvKqRZ5+Abc=
golang.org/x/mod v0.6.0-dev.0.20220419223038-86c51ed26bb4/go.mod h1:jJ57K6gSWd91VN4djpZkiMVwK6gcyfeH4XE8wZrZaV4=
golang.org/x/mod v0.8.0/go.mod h1:iBbtSCu2XBx23ZKBPSOrRkjjQPZFPuis4dIYUhu/chs=
golang.org/x/net v0.0.0-20190620200207-3b0461eec859/go.mod h1:z5CRVTTTmAJ677TzLLGU+0bjPO0LkuOLi4/5GtJWs/s=
golang.org/x/net v0.0.0-20210226172049-e18ecbb05110/go.mod h1:m0MpNAwzfU5UDzcl9v0D8zg8gWTRqZa9RBIspLL5mdg=
golang.org/x/net v0.0.0-20220722155237-a158d28d115b/go.mod h1:XRhObCWvk6IyKnWLug+ECip1KBveYUHfp+8e9klMJ9c=
golang.org/x/net v0.6.0/go.mod h1:2Tu9+aMcznHK/AK1HMvgo6xiTLG5rD5rZLDS+rp2Bjs=
golang.org/x/sync v0.0.0-20190423024810-112230192c58/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
golang.org/x/sync v0.0.0-20220722155255-886fb9371eb4/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
golang.org/x/sync v0.1.0/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
golang.org/x/sys v0.0.0-20190215142949-d0b11bdaac8a/go.mod h1:STP8DvDyc/dI5b8T5hshtkjS+E42TnysNCUPdjciGhY=
golang.org/x/sys v0.0.0-20201119102817-f84b799fce68/go.mod h1:h1NjWce9XRLGQEsW7wpKNCjG9DtNlClVuFLEZdDNbEs=
golang.org/x/sys v0.0.0-20210615035016-665e8c7367d1/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.0.0-20220520151302-bc2c85ada10a/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.0.0-20220722155257-8c9f86f7a55f/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.5.0/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.38.0 h1:3yZWxaJjBmCWXqhN1qh02AkOnCQ1poK6oF+a7xWL6Gc=
golang.org/x/sys v0.38.0/go.mod h1:OgkHotnGiDImocRcuBABYBEXf8A9a87e/uXjp9XT3ks=
golang.org/x/term v0.0.0-20201126162022-7de9c90e9dd1/go.mod h1:bj7SfCRtBDWHUb9snDiAeCFNEtKQo2Wmx5Cou7ajbmo=
golang.org/x/term v0.0.0-20210927222741-03fcf44c2211/go.mod h1:jbD1KX2456YbFQfuXm/mYQcufACuNUgVhRMnK/tPxf8=
golang.org/x/term v0.5.0/go.mod h1:jMB1sMXY+tzblOD4FWmEbocvup2/aLOaQEp7JmGp78k=
golang.org/x/term v0.37.0 h1:8EGAD0qCmHYZg6J17DvsMy9/wJ7/D/4pV/wfnld5lTU=
golang.org/x/term v0.37.0/go.mod h1:5pB4lxRNYYVZuTLmy8oR2BH8dflOR+IbTYFD8fi3254=
golang.org/x/text v0.3.0/go.mod h1:NqM8EUOU14njkJ3fqMW+pc6Ldnwhi/IjpwHt7yyuwOQ=
golang.org/x/text v0.3.3/go.mod h1:5Zoc/QRtKVWzQhOtBMvqHzDpF6irO9z98xDceosuGiQ=
golang.org/x/text v0.3.7/go.mod h1:u+2+/6zg+i71rQMx5EYifcz6MCKuco9NR6JIITiCfzQ=
golang.org/x/text v0.7.0/go.mod h1:mrYo+phRRbMaCq/xk9113O4dZlRixOauAjOtrjsXDZ8=
golang.org/x/text v0.14.0/go.mod h1:18ZOQIKpY8NJVqYksKHtTdi31H5itFRjB5/qKTNYzSU=
golang.org/x/text v0.31.0 h1:aC8ghyu4JhP8VojJ2lEHBnochRno1sgL6nEi9WGFGMM=
golang.org/x/text v0.31.0/go.mod h1:tKRAlv61yKIjGGHX/4tP1LTbc13YSec1pxVEWXzfoeM=
golang.org/x/tools v0.0.0-20180917221912-90fa682c2a6e/go.mod h1:n7NCudcB/nEzxVGmLbDWY5pfWTLqBcC2KZ6jyYvM4mQ=
golang.org/x/tools v0.0.0-20191119224855-298f0cb1881e/go.mod h1:b+2E5dAYhXwXZwtnZ6UAqBI28+e2cm9otk0dWdXHAEo=
golang.org/x/tools v0.1.12/go.mod h1:hNGJHUnrk76NpqgfD5Aqm5Crs+Hm0VOH/i9J2+nxYbc=
golang.org/x/tools v0.6.0/go.mod h1:Xwgl3UAJ/d3gWutnCtw505GrjyAbvKui8lOU390QaIU=
golang.org/x/xerrors v0.0.0-20190717185122-a985d3407aa7/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=

135
term/tcell.go Normal file
View File

@@ -0,0 +1,135 @@
// Package term provides the tcell-backed Terminal for the Rogue port. It
// replaces curses and the 900-line escape-sequence decoder in mdport.c:
// tcell delivers decoded key events, which are translated here to the
// single-byte command codes the game understands.
package term
import (
"fmt"
"os"
"os/exec"
"github.com/gdamore/tcell/v2"
"sneak.berlin/go/rogue/game"
)
// Tcell renders game Windows on a tcell screen and turns key events into
// Rogue input bytes.
type Tcell struct {
screen tcell.Screen
last *game.Window // last rendered window, for resize redraws
}
// New initializes the terminal. The screen must be at least 80x24, as the
// C game required.
func New() (*Tcell, error) {
s, err := tcell.NewScreen()
if err != nil {
return nil, err
}
if err := s.Init(); err != nil {
return nil, err
}
w, h := s.Size()
if h < game.NumLines || w < game.NumCols {
s.Fini()
return nil, fmt.Errorf("sorry, the screen must be at least %dx%d",
game.NumLines, game.NumCols)
}
s.HideCursor()
return &Tcell{screen: s}, nil
}
// Fini restores the terminal.
func (t *Tcell) Fini() {
t.screen.Fini()
}
// Render blits a game window to the terminal (curses refresh).
func (t *Tcell) Render(w *game.Window) {
t.last = w
rows, cols := w.Size()
for y := 0; y < rows; y++ {
for x := 0; x < cols; x++ {
ch, standout := w.CellAt(y, x)
style := tcell.StyleDefault
if standout {
style = style.Reverse(true)
}
t.screen.SetContent(x, y, rune(ch), nil, style)
}
}
t.screen.Show()
}
// ReadChar blocks for the next key, translated to the byte codes the C
// game reads: arrows become hjkl, control keys their C0 codes.
func (t *Tcell) ReadChar() byte {
for {
ev := t.screen.PollEvent()
switch ev := ev.(type) {
case *tcell.EventResize:
if t.last != nil {
t.Render(t.last)
}
case *tcell.EventKey:
switch ev.Key() {
case tcell.KeyUp:
return 'k'
case tcell.KeyDown:
return 'j'
case tcell.KeyLeft:
return 'h'
case tcell.KeyRight:
return 'l'
case tcell.KeyHome:
return 'y'
case tcell.KeyPgUp:
return 'u'
case tcell.KeyEnd:
return 'b'
case tcell.KeyPgDn:
return 'n'
case tcell.KeyEnter:
return '\n'
case tcell.KeyEscape:
return game.Escape
case tcell.KeyBackspace, tcell.KeyBackspace2:
return 8
case tcell.KeyDelete:
return 0x7f
case tcell.KeyTab:
return '\t'
case tcell.KeyCtrlC:
return 3
default:
if ev.Key() >= tcell.KeyCtrlA && ev.Key() <= tcell.KeyCtrlZ {
return byte(ev.Key())
}
if r := ev.Rune(); r > 0 && r < 0x80 {
return byte(r)
}
}
}
}
}
// ShellEscape suspends the screen and runs the user's shell (main.c
// shell + md_shellescape).
func (t *Tcell) ShellEscape() {
if err := t.screen.Suspend(); err != nil {
return
}
shell := os.Getenv("SHELL")
if shell == "" {
shell = "/bin/sh"
}
fmt.Println("[Entering shell; exit to return to the game]")
cmd := exec.Command(shell)
cmd.Stdin = os.Stdin
cmd.Stdout = os.Stdout
cmd.Stderr = os.Stderr
cmd.Run()
t.screen.Resume()
}