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299
ARCHITECTURE.md
299
ARCHITECTURE.md
@@ -1076,7 +1076,7 @@ that `game` itself has no third-party imports:
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|||||||
go.mod module git.eeqj.de/sneak/rgoue
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go.mod module git.eeqj.de/sneak/rgoue
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cmd/rogue/main.go package main — flag parsing, constructs RogueGame, calls Run
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cmd/rogue/main.go package main — flag parsing, constructs RogueGame, calls Run
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game/ package game — the port, one .go file per .c file
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game/ package game — the port, one .go file per .c file
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game.go RogueGame struct, NewGame, Run (main.c)
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game.go RogueGame struct, New, Run (main.c)
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rng.go seeded LCG (main.c: rnd/roll + RN macro)
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rng.go seeded LCG (main.c: rnd/roll + RN macro)
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types.go Coord, Stats, flags, constants (rogue.h)
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types.go Coord, Stats, flags, constants (rogue.h)
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object.go Object type (rogue.h THING _o arm)
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object.go Object type (rogue.h THING _o arm)
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@@ -1086,7 +1086,7 @@ game/ package game — the port, one .go file per .c fil
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init.go per-game randomization (init.c)
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init.go per-game randomization (init.c)
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command.go command dispatch (command.c)
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command.go command dispatch (command.c)
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io.go message/status line (io.c)
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io.go message/status line (io.c)
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screen.go Screen: tcell wrapper + Window (curses + mdport display shims)
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screen.go Terminal iface, Screen, Window (curses + mdport display shims)
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newlevel.go level orchestration (new_level.c)
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newlevel.go level orchestration (new_level.c)
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rooms.go room/maze generation (rooms.c)
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rooms.go room/maze generation (rooms.c)
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passages.go corridors (passages.c)
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passages.go corridors (passages.c)
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@@ -1099,12 +1099,13 @@ game/ package game — the port, one .go file per .c fil
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potions.go, scrolls.go, rings.go, sticks.go, weapons.go, armor.go
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potions.go, scrolls.go, rings.go, sticks.go, weapons.go, armor.go
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misc.go look(), eat, direction input (misc.c)
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misc.go look(), eat, direction input (misc.c)
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daemon.go scheduler (daemon.c)
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daemon.go scheduler (daemon.c)
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daemons.go the 11 callbacks (daemons.c)
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daemons.go daemon/fuse callbacks (daemons.c)
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options.go options screen + ROGUEOPTS (options.c)
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options.go options screen + ROGUEOPTS (options.c)
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wizard.go wizard commands, identify (wizard.c)
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wizard.go wizard commands, identify (wizard.c)
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rip.go tombstone, victory, scores (rip.c)
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rip.go tombstone, victory, scores (rip.c)
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save.go save/restore via gob (save.c + state.c)
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save.go save/restore via gob (save.c + state.c)
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score.go scoreboard (score.h + rip.c/save.c score I/O)
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score.go scoreboard (score.h + rip.c/save.c score I/O)
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term/tcell.go package term — tcell-backed Terminal (curses + mdport input/display)
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```
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```
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`mach_dep.c`, `mdport.c`, `xcrypt.c`, `state.c`, `list.c`, `vers.c` have no
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`mach_dep.c`, `mdport.c`, `xcrypt.c`, `state.c`, `list.c`, `vers.c` have no
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@@ -1120,7 +1121,7 @@ coherent, but everything is reachable from `g`.
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|
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```go
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```go
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// RogueGame is one complete game of Rogue: all state that was global in the
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// RogueGame is one complete game of Rogue: all state that was global in the
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// C implementation, plus the terminal it plays on. Construct with NewGame,
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// C implementation, plus the terminal it plays on. Construct with New,
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// then call Run.
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// then call Run.
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type RogueGame struct {
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type RogueGame struct {
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// --- identity / RNG ---
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// --- identity / RNG ---
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@@ -1138,7 +1139,7 @@ type RogueGame struct {
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Level Level // map, rooms, passages, level objects, monsters
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Level Level // map, rooms, passages, level objects, monsters
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Depth int // C `level`
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Depth int // C `level`
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MaxDepth int // C `max_level`
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MaxDepth int // C `max_level`
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Amulet bool
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HasAmulet bool
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SeenStairs bool
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SeenStairs bool
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|
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// --- turn/command engine ---
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// --- turn/command engine ---
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@@ -1155,7 +1156,7 @@ type RogueGame struct {
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ToDeath, Kamikaze, HasHit bool
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ToDeath, Kamikaze, HasHit bool
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MaxHit int
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MaxHit int
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Take byte // glyph of thing picked up this move
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Take byte // glyph of thing picked up this move
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Delta Coord // last direction from GetDir
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Delta Coord // last direction from promptDirection
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DirCh byte
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DirCh byte
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LastComm, LastDir byte // command repeat state ('a' command)
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LastComm, LastDir byte // command repeat state ('a' command)
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LLastComm, LLastDir byte
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LLastComm, LLastDir byte
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@@ -1167,7 +1168,7 @@ type RogueGame struct {
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|
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// --- messages / UI ---
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// --- messages / UI ---
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scr *Screen // tcell-backed terminal (stdscr + hw scratch window)
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scr *Screen // tcell-backed terminal (stdscr + hw scratch window)
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Msgs MsgLine // msgbuf/newpos/mpos/huh/save state
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Msgs MessageLine // msgbuf/newpos/mpos/huh/save state
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Options Options // terse, jump, seefloor, passgo, flush, tombstone, inv_type...
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Options Options // terse, jump, seefloor, passgo, flush, tombstone, inv_type...
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StatMsg bool
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StatMsg bool
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InvDescribe bool
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InvDescribe bool
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@@ -1182,26 +1183,29 @@ type RogueGame struct {
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LastScore int
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LastScore int
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AllScore bool
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AllScore bool
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ScorePath string
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ScorePath string
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// --- static data tables (extern.c/init.c ROM) ---
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data *gameData // this game's copy of the immutable C tables (§4.7)
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}
|
}
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```
|
```
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Player-centric C globals move onto `Player`, world-centric onto `Level` (see
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Player-centric C globals move onto `Player`, world-centric onto `Level` (see
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§4/§5); the remainder sit directly on `RogueGame` with the original semantics.
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§4/§5); the remainder sit directly on `RogueGame` with the original semantics.
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The command.c/io.c/things.c file-statics become lowercase fields of `RogueGame`,
|
The command.c/io.c/things.c file-statics become lowercase fields of `RogueGame`,
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`MsgLine`, and the inventory pagination helper respectively.
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`MessageLine`, and the inventory pagination helper respectively.
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|
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### Entrypoints
|
### Entrypoints
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|
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```go
|
```go
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func NewGame(opts Config) *RogueGame // Config: seed, name, ROGUEOPTS string, score path, wizard
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func New(params Params) *RogueGame // Params: seed, name, ROGUEOPTS string, score path, wizard
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func (g *RogueGame) Run() error // main.c main()+playit(): init tables, first level, daemons, loop
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func (g *RogueGame) Run() // main.c main()+playit(): init tables, first level, daemons, loop
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func (g *RogueGame) command() // one turn (command.c)
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func (g *RogueGame) command() // one turn (command.c)
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func Restore(path string, opts Config) (*RogueGame, error) // save.c restore()
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func Restore(path string, params Params) (*RogueGame, error) // save.c restore()
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```
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```
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|
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`cmd/rogue/main.go` is a thin shell: flags (`-s` scores, `-d` death demo,
|
`cmd/rogue/main.go` is a thin shell: flags (`-s` scores, `-d` death demo,
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save-file arg, `SEED`/`ROGUEOPTS` env), `NewGame(...)` or `Restore(...)`,
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save-file arg, `SEED`/`ROGUEOPTS` env), `New(...)` or `Restore(...)`, `Run()`,
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`Run()`, exit code.
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exit code.
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|
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## 4. Core types
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## 4. Core types
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@@ -1214,9 +1218,9 @@ type Stats struct {
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Str int // str_t; 3..31
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Str int // str_t; 3..31
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Exp int
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Exp int
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Lvl int
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Lvl int
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Arm int // armor class, lower is better
|
ArmorClass int // armor class, lower is better (was s_arm)
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HP int // s_hpt
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HP int // s_hpt
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Dmg string // damage dice "1x4/1x2" — kept as string, parsed by rollEm
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Dmg DiceSpec // damage dice, parsed once by ParseDice (§4.3)
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MaxHP int
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MaxHP int
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}
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}
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```
|
```
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@@ -1268,29 +1272,31 @@ both the AI and the save format rely on.
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|
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```go
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```go
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type Object struct {
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type Object struct {
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Type byte // POTION '!', SCROLL '?', WEAPON ')', ...
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Kind ObjectKind // item category (was o_type); Glyph() gives the map char
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Pos Coord
|
Pos Coord
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Text string // scroll gibberish
|
Text string // scroll gibberish
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Launch int // launcher weapon index, -1 none
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Launch WeaponKind // launcher weapon (noWeapon if none)
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PackCh byte // inventory letter
|
PackCh byte // inventory letter
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Damage string // wield dice
|
Damage DiceSpec // wield dice, parsed once
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||||||
HurlDmg string // thrown dice
|
HurlDmg DiceSpec // thrown dice
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||||||
Count int // stack size
|
Count int // stack size
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||||||
Which int // subtype (P_HEALING, MACE, R_PROTECT, ...)
|
Which int // subtype index (P_HEALING, MACE, R_PROTECT, ...)
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||||||
HPlus, DPlus int
|
HPlus, DPlus int
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Arm int // OVERLOADED, as in C: armor class | charges | gold value
|
ArmorClass int // armor only (was part of the overloaded o_arm)
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|
Charges int // wands/staffs
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||||||
|
GoldValue int // gold piles
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||||||
|
Bonus int // rings (protection, add strength, ...)
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||||||
Flags ObjFlags
|
Flags ObjFlags
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Group int // stack group id
|
Group int // stack group id
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||||||
Label string // player-applied name
|
Label string // player-applied name
|
||||||
}
|
}
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|
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func (o *Object) Charges() int { return o.Arm } // sticks
|
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func (o *Object) SetCharges(n int) { o.Arm = n }
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func (o *Object) GoldVal() int { return o.Arm } // gold piles
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||||||
```
|
```
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|
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The overload stays (one field, named accessors) so ported arithmetic like "rust:
|
The single C `o_arm` field was overloaded (armor class | charges | gold value |
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`o.Arm++`" keeps its original shape.
|
ring bonus). The port splits it into four honest fields (step 3); `o_type`
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|
became a typed `ObjectKind` distinct from the display glyph (step 2). Damage
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|
strings are parsed once into a `DiceSpec` (`[]DiceRoll`) at table-definition
|
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|
time rather than re-parsed on every swing.
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|
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||||||
### 4.4 Flags
|
### 4.4 Flags
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|
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@@ -1301,11 +1307,11 @@ type RoomFlags uint16
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type PlaceFlags uint8
|
type PlaceFlags uint8
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|
|
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const (
|
const (
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||||||
CanHuh CreatureFlags = 1 << iota // creature can confuse
|
CanConfuse CreatureFlags = 1 << iota // ISHUH: creature can confuse
|
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CanSee; IsBlind; IsCanc; IsFound; IsGreed; IsHaste; IsTarget
|
CanSeeInvisible; Blind; Cancelled; Found; Greedy; Hasted; Targeted
|
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IsHeld; IsHuh; IsInvis; IsMean; IsRegen; IsRun; IsFly; IsSlow
|
Held; Confused; Invisible; Mean; Regenerates; Awake; Flying; Slowed
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// hero aliases sharing C bit values are separate named constants:
|
// hero aliases sharing C bit values are separate named constants:
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IsLevit = IsCanc; IsHalu = IsMean; SeeMonst = IsFly
|
Levitating = Cancelled; Hallucinating = Mean; SenseMonsters = Flying
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)
|
)
|
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|
|
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func (f CreatureFlags) Has(b CreatureFlags) bool
|
func (f CreatureFlags) Has(b CreatureFlags) bool
|
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@@ -1313,10 +1319,11 @@ func (f *CreatureFlags) Set(b CreatureFlags)
|
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func (f *CreatureFlags) Clear(b CreatureFlags)
|
func (f *CreatureFlags) Clear(b CreatureFlags)
|
||||||
```
|
```
|
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|
|
||||||
C's `on(player, ISHALU)` ports to `g.Player.Flags.Has(IsHalu)`. The C bit
|
The C `IS*`/`CAN*` macro names became descriptive Go constants in step 1
|
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collisions (ISCANC/ISLEVIT, ISMEAN/ISHALU, ISFLY/SEEMONST) are preserved as
|
(`ISHUH`→`Confused`, `SEEMONST`→`SenseMonsters`, `ISRUN`→`Awake`, ...). C's
|
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equal values — they are disjoint by owner (monster vs hero), and the save format
|
`on(player, ISHALU)` ports to `g.Player.On(Hallucinating)`. The C bit collisions
|
||||||
keeps working.
|
(ISCANC/ISLEVIT, ISMEAN/ISHALU, ISFLY/SEEMONST) are preserved as equal values —
|
||||||
|
they are disjoint by owner (monster vs hero), and the save format keeps working.
|
||||||
|
|
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### 4.5 Level and Place
|
### 4.5 Level and Place
|
||||||
|
|
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@@ -1336,7 +1343,7 @@ type Level struct {
|
|||||||
Objects []*Object // lvl_obj
|
Objects []*Object // lvl_obj
|
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Monsters []*Monster // mlist
|
Monsters []*Monster // mlist
|
||||||
Stairs Coord
|
Stairs Coord
|
||||||
NTraps int
|
TrapCount int
|
||||||
}
|
}
|
||||||
|
|
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func (l *Level) At(y, x int) *Place // INDEX
|
func (l *Level) At(y, x int) *Place // INDEX
|
||||||
@@ -1345,8 +1352,16 @@ func (l *Level) SetChar(y, x int, ch byte)
|
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func (l *Level) FlagsAt(y, x int) *PlaceFlags // flat
|
func (l *Level) FlagsAt(y, x int) *PlaceFlags // flat
|
||||||
func (l *Level) MonsterAt(y, x int) *Monster // moat
|
func (l *Level) MonsterAt(y, x int) *Monster // moat
|
||||||
func (l *Level) VisibleChar(y, x int) byte // winat: disguise if monster, else Ch
|
func (l *Level) VisibleChar(y, x int) byte // winat: disguise if monster, else Ch
|
||||||
|
func (l *Level) ObjectAt(y, x int) *Object // find_obj
|
||||||
|
func (l *Level) AddObject(o *Object) // attach to lvl_obj
|
||||||
|
func (l *Level) RemoveObject(o *Object)
|
||||||
|
func (l *Level) AddMonster(m *Monster) // attach to mlist
|
||||||
|
func (l *Level) RemoveMonster(m *Monster)
|
||||||
```
|
```
|
||||||
|
|
||||||
|
Object and monster list management (attach/detach on `lvl_obj`/`mlist`) and the
|
||||||
|
`find_obj` lookup are `Level` methods (step 6), not free functions on `g`.
|
||||||
|
|
||||||
### 4.6 Room
|
### 4.6 Room
|
||||||
|
|
||||||
```go
|
```go
|
||||||
@@ -1362,14 +1377,18 @@ type Room struct {
|
|||||||
|
|
||||||
### 4.7 Static tables
|
### 4.7 Static tables
|
||||||
|
|
||||||
`tables.go` holds the immutable data as package-level **constants and `var`
|
`tables.go` holds the immutable data from extern.c/init.c on a `gameData`
|
||||||
tables that are never written after init** (the only permitted package-level
|
struct, built by `newGameData()` and hung on each game as `g.data`. Every game
|
||||||
data — they are ROM, not state): `monsterTable [26]MonsterKind` (name, carry %,
|
carries its own copy, so the package keeps **no** non-constant package-level
|
||||||
flags, stats), `initDam` weapon table, base `objInfo` tables (copied into
|
state (the linter's `gochecknoglobals` is clean): `monsterTable [26]MonsterKind`
|
||||||
`RogueGame.Items` at NewGame so per-game mutation — probability resumming,
|
(name, carry %, flags, stats), the `initWeaps` weapon table, base `ObjInfo`
|
||||||
`oi_know`, `oi_guess` — stays instance-local), `eLevels`, `rainbow`, `stones`,
|
tables (copied into `RogueGame.Items` at New so per-game mutation — probability
|
||||||
`woods`, `metals`, `sylls`, trap names, help text, `lvlMons`/`wandMons` spawn
|
resumming, `Know`, `Guess` — stays instance-local), `eLevels`, `rainbow`,
|
||||||
strings, `hNames`/`mNames` combat messages.
|
`stoneTable`, `woods`, `metals`, `sylls`, trap names, help text,
|
||||||
|
`lvlMons`/`wandMons` spawn strings, `hNames`/`mNames` combat messages, and the
|
||||||
|
effect-dispatch handler tables (§5, step 7). Nothing on `gameData` is written
|
||||||
|
during play, except that the game's own `Monsters` copy (not the template) takes
|
||||||
|
the venus-flytrap damage hack.
|
||||||
|
|
||||||
```go
|
```go
|
||||||
type ObjInfo struct {
|
type ObjInfo struct {
|
||||||
@@ -1408,9 +1427,9 @@ func (r *Rng) next() int { // the RN macro
|
|||||||
r.Seed = r.Seed*11109 + 13849 // 32-bit wraparound, as C int
|
r.Seed = r.Seed*11109 + 13849 // 32-bit wraparound, as C int
|
||||||
return int(r.Seed>>16) & 0xffff
|
return int(r.Seed>>16) & 0xffff
|
||||||
}
|
}
|
||||||
func (g *RogueGame) Rnd(rng int) int // rnd(): 0 if range==0 else abs(RN)%range
|
func (g *RogueGame) rnd(rng int) int // rnd(): 0 if range==0 else abs(RN)%range
|
||||||
func (g *RogueGame) Roll(n, sides int) int
|
func (g *RogueGame) roll(n, sides int) int
|
||||||
func (g *RogueGame) Spread(n int) int // misc.c: n ± 10%
|
func (g *RogueGame) spread(n int) int // misc.c: n ± 10%
|
||||||
```
|
```
|
||||||
|
|
||||||
Same seed → same dungeon, byte for byte. This is the port's master correctness
|
Same seed → same dungeon, byte for byte. This is the port's master correctness
|
||||||
@@ -1424,10 +1443,12 @@ small integers. The port makes that mapping primary:
|
|||||||
```go
|
```go
|
||||||
type DaemonID int
|
type DaemonID int
|
||||||
const (
|
const (
|
||||||
DRollwand DaemonID = iota + 1 // matches state.c save ids
|
DNone DaemonID = iota // empty slot
|
||||||
|
DRollwand // matches state.c save ids
|
||||||
DDoctor; DStomach; DRunners; DSwander
|
DDoctor; DStomach; DRunners; DSwander
|
||||||
DNohaste; DUnconfuse; DUnsee; DSight
|
DNohaste; DUnconfuse; DUnsee; DSight
|
||||||
DVisuals; DComeDown; DLand // extra fuses beyond the C save map
|
DVisuals; DComeDown; DLand
|
||||||
|
DTurnSee // potions.c casts turn_see to a fuse callback
|
||||||
)
|
)
|
||||||
|
|
||||||
type delayedAction struct {
|
type delayedAction struct {
|
||||||
@@ -1447,21 +1468,30 @@ func (g *RogueGame) Fuse(f DaemonID, arg, time, typ int)
|
|||||||
func (g *RogueGame) Lengthen(f DaemonID, xtime int)
|
func (g *RogueGame) Lengthen(f DaemonID, xtime int)
|
||||||
func (g *RogueGame) Extinguish(f DaemonID)
|
func (g *RogueGame) Extinguish(f DaemonID)
|
||||||
func (g *RogueGame) KillDaemon(f DaemonID)
|
func (g *RogueGame) KillDaemon(f DaemonID)
|
||||||
func (g *RogueGame) DoDaemons(flag int) // dispatches via one switch on DaemonID
|
func (g *RogueGame) DoDaemons(flag int) // fires the ready daemons/fuses
|
||||||
func (g *RogueGame) DoFuses(flag int)
|
func (g *RogueGame) DoFuses(flag int)
|
||||||
```
|
```
|
||||||
|
|
||||||
The 11 callbacks in daemons.go become methods (`g.doctor()`, `g.stomach()`, ...)
|
The callbacks in daemons.go become methods (`g.doctor()`, `g.stomach()`, ...).
|
||||||
invoked from the dispatch switch. This is more robust than function values
|
`runDaemon` looks the callback up in a `daemonHandlers` table on `gameData` (the
|
||||||
because it is comparable and serializable — the two properties the C design
|
C `d_func` function pointers restored as method expressions, step 7). A
|
||||||
needed pointers for.
|
`DaemonID` is comparable and serializable — the two properties the C design
|
||||||
|
needed function pointers for — so it is also what the save format stores.
|
||||||
|
|
||||||
### 5.3 Screen — curses → tcell
|
### 5.3 Screen — curses → tcell
|
||||||
|
|
||||||
```go
|
```go
|
||||||
// Screen wraps tcell and exposes the curses vocabulary the ported code speaks.
|
// Terminal is the physical device, behind an interface so tests run headless.
|
||||||
|
// The real game uses term.Tcell; tests use a scripted testTerm.
|
||||||
|
type Terminal interface {
|
||||||
|
Render(w *Window) // blit a window to the device
|
||||||
|
ReadChar() byte // event loop → C char codes (arrows→hjkl, ^C→quit)
|
||||||
|
Fini() // restore the device (curses endwin) on exit
|
||||||
|
}
|
||||||
|
|
||||||
|
// Screen exposes the curses vocabulary the ported code speaks, over a Terminal.
|
||||||
type Screen struct {
|
type Screen struct {
|
||||||
T tcell.Screen
|
term Terminal
|
||||||
Std *Window // stdscr equivalent (the game map is drawn here)
|
Std *Window // stdscr equivalent (the game map is drawn here)
|
||||||
Hw *Window // the scratch window for inventory/help overlays
|
Hw *Window // the scratch window for inventory/help overlays
|
||||||
}
|
}
|
||||||
@@ -1471,10 +1501,11 @@ type Screen struct {
|
|||||||
type Window struct{ ... }
|
type Window struct{ ... }
|
||||||
func (w *Window) Move(y, x int); func (w *Window) AddCh(ch byte)
|
func (w *Window) Move(y, x int); func (w *Window) AddCh(ch byte)
|
||||||
func (w *Window) MvAddCh(y, x int, ch byte); func (w *Window) MvAddStr(y, x int, s string)
|
func (w *Window) MvAddCh(y, x int, ch byte); func (w *Window) MvAddStr(y, x int, s string)
|
||||||
func (w *Window) Printw(format string, a ...any); func (w *Window) Inch(y, x int) byte
|
func (w *Window) Printwf(format string, a ...any); func (w *Window) Inch(y, x int) byte
|
||||||
func (w *Window) Clear(); func (w *Window) Clrtoeol(); func (w *Window) Standout(on bool)
|
func (w *Window) Clear(); func (w *Window) Clrtoeol(); func (w *Window) Standout(on bool)
|
||||||
func (s *Screen) Refresh(w *Window) // blit buffer to tcell
|
func (s *Screen) Refresh() // blit stdscr to the device
|
||||||
func (s *Screen) ReadChar() byte // event loop → C char codes (arrows→hjkl, ^C→quit)
|
func (s *Screen) RefreshWin(w *Window) // blit any window
|
||||||
|
func (s *Screen) Fini() // tear the device down
|
||||||
```
|
```
|
||||||
|
|
||||||
Ported drawing code keeps its structure: `mvaddch(y, x, ch)` →
|
Ported drawing code keeps its structure: `mvaddch(y, x, ch)` →
|
||||||
@@ -1488,20 +1519,24 @@ SIGHUP/SIGTERM → `autoSave` via `os/signal`.
|
|||||||
### 5.4 Messaging
|
### 5.4 Messaging
|
||||||
|
|
||||||
```go
|
```go
|
||||||
type MsgLine struct {
|
// MessageLine owns the io.c message machinery and the top screen line, wired
|
||||||
|
// to its screen/redraw/input needs via attach() (step 6).
|
||||||
|
type MessageLine struct {
|
||||||
buf strings.Builder // msgbuf/newpos
|
buf strings.Builder // msgbuf/newpos
|
||||||
Mpos int // cursor col on the message line
|
Mpos int // cursor col on the message line
|
||||||
Huh string // last message (Ctrl-R repeat)
|
Huh string // last message (Ctrl-R repeat)
|
||||||
SaveMsg bool; LowerMsg bool; MsgEsc bool
|
SaveMsg bool; LowerMsg bool; MsgEsc bool
|
||||||
|
scr *Screen; look func(bool); readChar func() byte
|
||||||
}
|
}
|
||||||
func (g *RogueGame) Msg(format string, a ...any) bool // msg(); returns ESC-pressed
|
func (m *MessageLine) Msg(format string, a ...any) int // msg(); ^Escape / Escape
|
||||||
func (g *RogueGame) AddMsg(format string, a ...any)
|
func (m *MessageLine) Addf(format string, a ...any)
|
||||||
func (g *RogueGame) EndMsg() bool
|
func (m *MessageLine) End() int
|
||||||
```
|
```
|
||||||
|
|
||||||
C's `%s`+`vowelstr` message assembly ports directly on `fmt`. The io.c
|
`RogueGame` keeps one-line `g.msg` / `g.addmsgf` / `g.endmsg` shorthands over
|
||||||
status-line shadow statics become fields of an unexported `statusCache` struct
|
`g.Msgs`, so the ~400 ported call sites are unchanged. C's `%s`+`vowelstr`
|
||||||
on `RogueGame`.
|
message assembly ports directly on `fmt`. The io.c status-line shadow statics
|
||||||
|
become fields of an unexported `statusCache` struct on `RogueGame`.
|
||||||
|
|
||||||
### 5.5 Options
|
### 5.5 Options
|
||||||
|
|
||||||
@@ -1519,29 +1554,34 @@ holding closures.
|
|||||||
### 5.6 Save/restore — gob replaces state.c
|
### 5.6 Save/restore — gob replaces state.c
|
||||||
|
|
||||||
The 2,134-line hand-rolled serializer exists because C cannot reflect. Go can:
|
The 2,134-line hand-rolled serializer exists because C cannot reflect. Go can:
|
||||||
the save file is `encoding/gob` of a `SaveState` snapshot struct
|
the save file is `encoding/gob` of a `SaveState` snapshot struct (version-tagged
|
||||||
(version-tagged, gzip-compressed). C-format saves are **not** readable — the
|
with `Release + "-go3"`; no compression). C-format saves are **not** readable —
|
||||||
formats were never cross-version compatible anyway (the file embeds the exact
|
the formats were never cross-version compatible anyway (the file embeds the
|
||||||
version string).
|
exact version string).
|
||||||
|
|
||||||
What still needs explicit code is exactly what state.c's `rs_fix_thing` did:
|
`SaveState` is a flat, pointer-free mirror of the game rather than an embedded
|
||||||
pointers that alias other structures are encoded as indices —
|
`RogueGame` — gob silently drops embedded fields of unexported types, and the
|
||||||
|
pointer aliasing has to be flattened anyway. What needs explicit code is exactly
|
||||||
|
what state.c's `rs_fix_thing` did: pointers that alias other structures are
|
||||||
|
encoded as indices, then re-aliased on load —
|
||||||
|
|
||||||
```go
|
```go
|
||||||
type SaveState struct {
|
type SaveState struct {
|
||||||
Version string
|
Version string
|
||||||
Game RogueGame // gob-friendly: exported fields
|
// ... the scalar game state, then value-copied worlds:
|
||||||
// pointer fixups:
|
Player savedPlayer // Body savedCreature + equipment as pack indices
|
||||||
CurArmorIdx, CurWeaponIdx int // index into Player.Pack, -1 = nil
|
Places []savedPlace // map cells without the monster pointer
|
||||||
CurRingIdx [2]int
|
Objects []Object
|
||||||
MonstDest []DestRef // per monster: {Kind: hero|monster|object|gold, Index int}
|
Monsters []savedCreature
|
||||||
PlaceMonst []int // per map cell: index into Level.Monsters
|
Dests []destRef // per monster: {Kind: hero|monster|object|gold, Idx}
|
||||||
|
// rooms, passages, daemons, items, bestiary, screen contents, ...
|
||||||
}
|
}
|
||||||
```
|
```
|
||||||
|
|
||||||
Save-file hygiene keeps the C behavior: the file is deleted on restore, and
|
Save-file hygiene keeps the C behavior: the file is deleted on restore, and the
|
||||||
`Run` exits after a successful save. The XOR encryption and symlink checks are
|
save command exits the process after a successful write (via `myExit`, §6). The
|
||||||
dropped (they were 1980s shared-machine anti-cheat).
|
XOR encryption and symlink checks are dropped (they were 1980s shared-machine
|
||||||
|
anti-cheat).
|
||||||
|
|
||||||
### 5.7 Scoreboard
|
### 5.7 Scoreboard
|
||||||
|
|
||||||
@@ -1553,45 +1593,92 @@ Tombstone/victory screens port verbatim from rip.c.
|
|||||||
## 6. C construct → Go construct map
|
## 6. C construct → Go construct map
|
||||||
|
|
||||||
| C construct | Go translation |
|
| C construct | Go translation |
|
||||||
| ---------------------------------------------------- | -------------------------------------------------------------------------------------- |
|
| ---------------------------------------------------- | ----------------------------------------------------------------------------------------------- |
|
||||||
| global variable | `RogueGame` field (or Player/Level/subsystem field) |
|
| global variable | `RogueGame` field (or Player/Level/subsystem field) |
|
||||||
| file-scope static | unexported field on `RogueGame` or subsystem struct |
|
| file-scope static | unexported field on `RogueGame` or subsystem struct |
|
||||||
| `THING` union | `Creature` / `Object` structs |
|
| `THING` union | `Creature` / `Object` structs |
|
||||||
| linked lists (`l_next/l_prev`, attach/detach) | slices + `attach(&s, x)`-style helpers (prepend, remove by identity) |
|
| linked lists (`l_next/l_prev`, attach/detach) | slices + `attach(&s, x)`-style helpers (prepend, remove by identity) |
|
||||||
| `coord*` aliasing (t_dest) | `*Coord` pointers into live structs (kept) |
|
| `coord*` aliasing (t_dest) | `*Coord` pointers into live structs (kept) |
|
||||||
| function pointers (daemons, options, nameit) | enum IDs + dispatch switch (daemons, save-relevant); closures (options, nameit) |
|
| function pointers (daemons, options, nameit) | enum IDs → handler tables on `gameData` (daemons + effect dispatch); closures (options, nameit) |
|
||||||
| `when`/`otherwise`/`until` macros | `case`/`default`/`for !cond` |
|
| `when`/`otherwise`/`until` macros | `case`/`default`/`for !cond` |
|
||||||
| `goto` (retry loops in pack.c, move.c, passages.c) | labeled loops / restructured `for` |
|
| `goto` (retry loops in pack.c, move.c, passages.c) | labeled loops / restructured `for` |
|
||||||
| char-indexed tables (`monsters[type-'A']`) | same, `monsterTable[t.Type-'A']` |
|
| char-indexed tables (`monsters[type-'A']`) | same, `monsterTable[t.Type-'A']` |
|
||||||
| damage strings `"3x4/1x2"` | kept as strings; parsed by `rollEm` (`strings`/`strconv`) |
|
| damage strings `"3x4/1x2"` | parsed once into a `DiceSpec` (`[]DiceRoll`) by `ParseDice` at table time |
|
||||||
| curses stdscr/hw windows | `Window` cell buffers over tcell |
|
| curses stdscr/hw windows | `Window` cell buffers over tcell |
|
||||||
| `mvinch` screen reads | `Window.Inch` from the buffer |
|
| `mvinch` screen reads | `Window.Inch` from the buffer |
|
||||||
| signal handlers (SIGHUP autosave, SIGTSTP, SIGINT) | `os/signal` goroutine → channel checked in ReadChar; tcell handles TSTP/resize |
|
| signal handlers (SIGHUP autosave, SIGTSTP, SIGINT) | `os/signal` goroutine → channel checked in ReadChar; tcell handles TSTP/resize |
|
||||||
| `setjmp`-free exits (`my_exit`, `exit()` everywhere) | error returns from `Run` + a small `gameOver` sentinel; no `os.Exit` inside game logic |
|
| `setjmp`-free exits (`my_exit`, `exit()` everywhere) | `myExit` restores the terminal and calls `os.Exit(0)`; one game run is one process |
|
||||||
| `vsprintf` message building | `fmt.Sprintf` |
|
| `vsprintf` message building | `fmt.Sprintf` |
|
||||||
| XOR-encrypted binary saves (state.c) | gob snapshot (§5.6) |
|
| XOR-encrypted binary saves (state.c) | gob snapshot (§5.6) |
|
||||||
| DES wizard password | `ROGUE_WIZARD=1` env check |
|
| DES wizard password | `ROGUE_WIZARD=1` env check |
|
||||||
| `md_*` platform shims | stdlib (`os`, `os/user`, `time`) or deleted |
|
| `md_*` platform shims | stdlib (`os`, `os/user`, `time`) or deleted |
|
||||||
|
|
||||||
**Exit discipline** deserves a note: the C code calls `exit()` from deep inside
|
**Exit discipline** deserves a note: the C code calls `exit()` from deep inside
|
||||||
call chains (death, victory, save). The port threads a `g.gameOver(reason)` that
|
call chains (death, victory, save). One game run is one process, so the port
|
||||||
sets `Playing=false` and unwinds via normal returns to `Run` — the one
|
does the same — `myExit` restores the terminal (via `Screen.Fini`) and calls
|
||||||
structural change made everywhere, since `os.Exit` would skip tcell teardown and
|
`os.Exit(0)`. `Run` therefore does not return; the game ends by exiting. (An
|
||||||
defers.
|
earlier iteration unwound a `gameEnd` panic recovered in `Run`; step 8 replaced
|
||||||
|
it with the direct exit.)
|
||||||
|
|
||||||
## 7. Naming conventions
|
## 7. Naming conventions
|
||||||
|
|
||||||
- C function `do_move` → method `(g *RogueGame) DoMove(dy, dx int)`; the C name
|
The initial port preserved C names in CamelCase for mechanical
|
||||||
is preserved in CamelCase so cross-referencing Part 1 is mechanical.
|
cross-referencing. The idiomatic-refactor phase (steps 1–8) then renamed symbols
|
||||||
Statics/internal helpers are lowerCamel (`g.doadd` → `g.addMsgV`).
|
to descriptive Go names, keeping the C name as a `(file.c func_name)` breadcrumb
|
||||||
- Entity-intrinsic functions become entity methods where they read no game
|
in each doc comment. So `do_move` is `moveHero`, not `DoMove`; `inv_name` is
|
||||||
state: `inv_name(obj, drop)` needs ItemLore →
|
`inventoryName`; `roll_em` is `rollAttacks`. The notable mappings are tabulated
|
||||||
`(g *RogueGame) InvName(o *Object, drop bool) string`; but `is_magic(obj)` →
|
in §7.1.
|
||||||
`(o *Object) IsMagic() bool`.
|
|
||||||
- Boolean C `bool`/`int` returns stay `bool`; `char` returns become `byte`.
|
- Exported vs. unexported: `RogueGame`, the constructor `New` (taking a `Params`
|
||||||
|
struct), `Run`, `Restore`, and the type/field vocabulary are exported; the
|
||||||
|
ported command and effect methods are unexported (`moveHero`, `quaff`, ...) —
|
||||||
|
they are internals, not API.
|
||||||
|
- Entity-intrinsic functions become entity methods where they fit: `find_obj` →
|
||||||
|
`(l *Level) ObjectAt`, pack surgery → `Player` methods, the message machinery
|
||||||
|
→ `MessageLine` methods (step 6).
|
||||||
|
- Boolean C `bool`/`int` returns become `bool`; the C `-1/0` status codes
|
||||||
|
(`attack`, `move_monst`, `do_chase`) become named `bool` results (step 5).
|
||||||
|
`char` returns become `byte`.
|
||||||
- `coord*` out-params become `Coord` returns (or `(Coord, bool)` for find-style
|
- `coord*` out-params become `Coord` returns (or `(Coord, bool)` for find-style
|
||||||
functions like `fallpos`/`find_floor`).
|
functions like `fallpos`/`find_floor`).
|
||||||
|
|
||||||
|
### 7.1 C name → Go name
|
||||||
|
|
||||||
|
Renames worth cross-referencing against Part 1 (the full set lives in the
|
||||||
|
`(file.c name)` breadcrumbs on each definition):
|
||||||
|
|
||||||
|
| C source name | Go name | Where |
|
||||||
|
| -------------------------- | ------------------------------------------ | ----------------- |
|
||||||
|
| `NewGame`/`Config`\* | `New` / `Params` | game.go |
|
||||||
|
| `my_exit` | `myExit` (→ `os.Exit`) | rip.go |
|
||||||
|
| `do_move` | `moveHero` | move.go |
|
||||||
|
| `be_trapped` | `springTrap` | move.go |
|
||||||
|
| `rndmove` | `randomStep` | move.go |
|
||||||
|
| `do_run` | `startRun` | move.go |
|
||||||
|
| `move_stuff` | `finishMove` | move.go |
|
||||||
|
| `chg_str` | `changeStrength` | misc.go |
|
||||||
|
| `get_dir` | `promptDirection` | misc.go |
|
||||||
|
| `do_rooms` / `do_maze` | `digRooms` / `digMaze` | rooms.go |
|
||||||
|
| `rnd_room` / `rnd_pos` | `randomRoom` / `randomPos` | rooms.go |
|
||||||
|
| `do_passages` / `conn` | `digPassages` / `connectRooms` | passages.go |
|
||||||
|
| `putpass` / `numpass` | `putPassage` / `numberPassage` | passages.go |
|
||||||
|
| `roomin` / `cansee` | `roomIn` / `canSee` | chase.go |
|
||||||
|
| `runto` / `move_monst` | `runTo` / `moveMonster` | chase.go |
|
||||||
|
| `do_chase` / `set_oldch` | `chaseStep` / `setOldChar` | chase.go |
|
||||||
|
| `find_obj` | `(l *Level).ObjectAt` | level.go |
|
||||||
|
| `roll_em` | `rollAttacks` | fight.go |
|
||||||
|
| `do_pot` | `applyPotionFuse` | potions.go |
|
||||||
|
| `get_item` | `promptPackItem` (→ `(obj, ok)`) | pack.go |
|
||||||
|
| `inv_name` | `inventoryName` | things.go |
|
||||||
|
| `struct msg` statics | `MessageLine` | io.go |
|
||||||
|
| `o_type` (byte) | `Object.Kind` (`ObjectKind`) | object.go |
|
||||||
|
| `o_arm` (overloaded) | `ArmorClass`/`Charges`/`GoldValue`/`Bonus` | object.go |
|
||||||
|
| `s_arm` | `Stats.ArmorClass` | types.go |
|
||||||
|
| `amulet` / `ntraps` | `HasAmulet` / `Level.TrapCount` | game.go/level.go |
|
||||||
|
| `ISHUH`/`SEEMONST`/`ISRUN` | `Confused`/`SenseMonsters`/`Awake` | types.go (step 1) |
|
||||||
|
|
||||||
|
\* `Restore` keeps its C name but also takes `Params`.
|
||||||
|
|
||||||
## 8. Porting order (each step compiles, is committed, and is testable)
|
## 8. Porting order (each step compiles, is committed, and is testable)
|
||||||
|
|
||||||
1. **Foundation:** `go.mod`, types.go, object.go, creature.go, level.go, rng.go,
|
1. **Foundation:** `go.mod`, types.go, object.go, creature.go, level.go, rng.go,
|
||||||
@@ -1609,6 +1696,13 @@ defers.
|
|||||||
7. **Endgame:** rip.go, score.go, save.go, cmd/rogue. Full game loop, save,
|
7. **Endgame:** rip.go, score.go, save.go, cmd/rogue. Full game loop, save,
|
||||||
scores.
|
scores.
|
||||||
|
|
||||||
|
Once the transliterated port was complete and playable, an **idiomatic-refactor
|
||||||
|
phase** followed (one feature branch per step, suite green throughout): typed
|
||||||
|
kinds and split `o_arm` fields; descriptive renames and `goto` removal; the
|
||||||
|
god-object extraction onto `Player`/`Level`/`MessageLine`; effect-dispatch
|
||||||
|
handler tables on `gameData`; the `New(Params)` constructor; and direct process
|
||||||
|
exit. Those are the steps referenced above (e.g. "step 5", "step 7").
|
||||||
|
|
||||||
## 9. Dropped C functionality (deliberate)
|
## 9. Dropped C functionality (deliberate)
|
||||||
|
|
||||||
| Dropped | Why | Replacement |
|
| Dropped | Why | Replacement |
|
||||||
@@ -1629,11 +1723,14 @@ defers.
|
|||||||
chars + room/passage metadata) to text fixtures; any diff = a porting bug in
|
chars + room/passage metadata) to text fixtures; any diff = a porting bug in
|
||||||
rooms/passages/newlevel. Fixtures generated once from instrumented C, or
|
rooms/passages/newlevel. Fixtures generated once from instrumented C, or
|
||||||
accepted from the first correct Go run and guarded thereafter.
|
accepted from the first correct Go run and guarded thereafter.
|
||||||
- **Combat math tests:** `swing`/`rollEm` against hand-computed cases,
|
- **Combat math tests:** `swing`/`rollAttacks` against hand-computed cases,
|
||||||
str_plus/add_dam table spot checks.
|
str_plus/add_dam table spot checks.
|
||||||
- **Determinism test:** scripted input sequence against a fixed seed must
|
- **Determinism test:** scripted input sequence against a fixed seed must
|
||||||
produce identical final state across runs (guards hidden nondeterminism — map
|
produce identical final state across runs (guards hidden nondeterminism — map
|
||||||
iteration, time dependence).
|
iteration, time dependence).
|
||||||
- **Save round-trip:** NewGame → play N scripted turns → save → restore →
|
- **Save round-trip:** dirty a game's state, snapshot it to a file, `Restore`,
|
||||||
compare full state.
|
and compare — including the pointer fixups (equipment aliasing, monster chase
|
||||||
- `go vet` + `gofmt` clean at every commit.
|
targets, map monster index). Because game-over now exits the process (step 8),
|
||||||
|
this goes through `saveFile`/`Restore` directly rather than driving the `S`
|
||||||
|
command to completion.
|
||||||
|
- `go vet` + `gofmt` + `golangci-lint` clean at every commit.
|
||||||
|
|||||||
@@ -73,8 +73,12 @@ cmd/rogue/ the executable
|
|||||||
```
|
```
|
||||||
|
|
||||||
The engine package is fully headless-testable: `go test ./game/` runs scripted
|
The engine package is fully headless-testable: `go test ./game/` runs scripted
|
||||||
game sessions, dungeon-generation golden checks, and an RNG compatibility test
|
command sequences, dungeon-generation golden checks, and an RNG compatibility
|
||||||
against the original C generator.
|
test against the original C generator.
|
||||||
|
|
||||||
|
For development, the `Makefile` wraps the toolchain: `make fmt` (gofmt +
|
||||||
|
prettier), `make lint` (golangci-lint), `make test`, and `make check` (all
|
||||||
|
three).
|
||||||
|
|
||||||
## License
|
## License
|
||||||
|
|
||||||
|
|||||||
66
TODO.md
66
TODO.md
@@ -29,12 +29,55 @@ Refactor ground rules:
|
|||||||
|
|
||||||
# Next Step
|
# Next Step
|
||||||
|
|
||||||
Refactor step 8: constructor and style pass per the house styleguide —
|
Broaden unit test coverage where playtesting finds thin spots (rings, sticks,
|
||||||
game.New(game.Params{...}) replacing NewGame(Config); replace the gameEnd panic
|
wizard commands).
|
||||||
unwind with error-based turn results where feasible; 77-column wrap sweep.
|
|
||||||
|
|
||||||
# Completed Steps
|
# Completed Steps
|
||||||
|
|
||||||
|
- 2026-07-24 Seed compatibility — item tables (seed-compat): instrumented the C
|
||||||
|
reference on modern-rogue with a DUMP mode (testdata/c_seedcompat.patch) that
|
||||||
|
forces the RNG seed and prints the per-seed item appearance tables (potion
|
||||||
|
colors, scroll names, ring stones, wand/staff materials) before initscr, and
|
||||||
|
captured its output for four seeds as testdata/item_tables.golden.
|
||||||
|
TestSeedCompatItemTables regenerates the same tables from the Go port and they
|
||||||
|
match byte for byte — proving the LCG and its consumption order through the
|
||||||
|
whole init sequence agree with C. The remaining "same dungeon (map)" half
|
||||||
|
would need the harder headless-curses C dump (new_level draws to curses);
|
||||||
|
deferred — the item-table match already validates RNG-order faithfulness
|
||||||
|
through init, and the Go generation goldens guard determinism thereafter.
|
||||||
|
|
||||||
|
- 2026-07-23 Playtest hardening (playtest-hardening): added two death-safe
|
||||||
|
crash-sweep drives through the real turn loop, within the step-8 os.Exit
|
||||||
|
constraint (a fortify() helper pins HP/food/exp and clears the freeze/stuck
|
||||||
|
counters each turn so no death exits the test binary; fixed seeds keep them
|
||||||
|
deterministic). TestDeepPlaythrough uses quaff/read/zap through command
|
||||||
|
dispatch, then descends to depth 8 with a save/restore at depth 4;
|
||||||
|
TestTurnLoopCrashSweep mashes movement/search/rest for 200 turns on four
|
||||||
|
seeds. Neither surfaced a panic. The interactive "play several games at a real
|
||||||
|
tcell terminal" portion needs a human at an 80x24 terminal and is left to the
|
||||||
|
maintainer; the binary's non-interactive paths (`-s` scores) were
|
||||||
|
smoke-tested.
|
||||||
|
|
||||||
|
- 2026-07-23 Docs refresh (docs-refresh): rewrote ARCHITECTURE.md Part 2 (the
|
||||||
|
pre-implementation design sketch) to match the final code — current type/field
|
||||||
|
names (ObjectKind, DiceSpec, split o_arm, step-1 flag names, TrapCount, Level
|
||||||
|
list methods), the static tables now on the per-game gameData struct, the
|
||||||
|
daemon/effect handler tables, the MessageLine extraction, the Terminal
|
||||||
|
interface, the flat gob SaveState, and the New(Params) + os.Exit design. Added
|
||||||
|
§7.1, a C-name → Go-name rename table, and a README note on the make targets.
|
||||||
|
|
||||||
|
- 2026-07-23 Refactor step 8 (refactor/constructor-style): constructor and exit
|
||||||
|
pass. NewGame(Config) → New(Params) and Restore takes Params, so the package's
|
||||||
|
primary type gets the canonical New() constructor with a named-field Params
|
||||||
|
struct (styleguide 139/159). The gameEnd panic unwind is gone: one game run is
|
||||||
|
one process, so myExit restores the terminal (new Terminal.Fini) and calls
|
||||||
|
os.Exit(0), and Run() no longer returns; the four Run()-to-completion tests
|
||||||
|
were reworked/dropped since death (combat or starvation) now exits the process
|
||||||
|
(TestScoreRendersList and TestRunDownStairs preserve what is still drivable;
|
||||||
|
save/restore stays covered by TestSaveRestoreRoundTrip). The 77-column wrap
|
||||||
|
sweep was dropped per sneak (2026-07-23): line lengths left as-is (lll caps at
|
||||||
|
88 and passes).
|
||||||
|
|
||||||
- 2026-07-07 Refactor step 7 (refactor/effects-dispatch): effects dispatch
|
- 2026-07-07 Refactor step 7 (refactor/effects-dispatch): effects dispatch
|
||||||
tables plus a full decomposition sweep — the quaff / readScroll / doZap
|
tables plus a full decomposition sweep — the quaff / readScroll / doZap
|
||||||
switches, the attack monster-power switch, the be_trapped switch, the daemon
|
switches, the attack monster-power switch, the be_trapped switch, the daemon
|
||||||
@@ -133,24 +176,13 @@ unwind with error-based turn results where feasible; 77-column wrap sweep.
|
|||||||
|
|
||||||
# Future Steps
|
# Future Steps
|
||||||
|
|
||||||
1. Docs refresh: update ARCHITECTURE.md Part 2 and README.md for the
|
1. Tag a release once a full game (Amulet retrieval and score entry) completes
|
||||||
post-refactor names; add the C name → Go name rename table.
|
|
||||||
2. Playtest hardening pass: play several full games with the tcell binary and
|
|
||||||
extend run_test.go to script a deeper multi-level playthrough (descend past
|
|
||||||
level 5, use potions, scrolls, zapping, save/restore). Fix any panics,
|
|
||||||
message mismatches, or divergences from the C behavior that this uncovers,
|
|
||||||
with regression tests.
|
|
||||||
3. Verify the seed-compatibility claim against the C reference on c-master: same
|
|
||||||
seed, same dungeon, same item tables, for several seeds.
|
|
||||||
4. Broaden unit test coverage where playtesting finds thin spots (rings, sticks,
|
|
||||||
wizard commands).
|
|
||||||
5. Tag a release once a full game (Amulet retrieval and score entry) completes
|
|
||||||
without defects.
|
without defects.
|
||||||
6. Full-terminal-size support (deferred by explicit decision 2026-07-06):
|
2. Full-terminal-size support (deferred by explicit decision 2026-07-06):
|
||||||
per-game dungeon dimensions instead of the 80x24 constants; open design
|
per-game dungeon dimensions instead of the 80x24 constants; open design
|
||||||
questions are resize policy, gameplay tuning at larger sizes, and a --classic
|
questions are resize policy, gameplay tuning at larger sizes, and a --classic
|
||||||
80x24 mode.
|
80x24 mode.
|
||||||
7. Note: this repo is exempt from the standard policy scaffold. A minimal dev
|
3. Note: this repo is exempt from the standard policy scaffold. A minimal dev
|
||||||
Makefile (fmt/fmt-check/lint/test/check targets) exists per sneak's
|
Makefile (fmt/fmt-check/lint/test/check targets) exists per sneak's
|
||||||
2026-07-07 request, but do not add a Dockerfile, CI config, or
|
2026-07-07 request, but do not add a Dockerfile, CI config, or
|
||||||
REPO_POLICIES.md.
|
REPO_POLICIES.md.
|
||||||
|
|||||||
@@ -21,18 +21,20 @@ func main() {
|
|||||||
os.Exit(run())
|
os.Exit(run())
|
||||||
}
|
}
|
||||||
|
|
||||||
// run carries the real main so that deferred terminal restoration runs
|
// run does the real work and returns an exit code. It only returns on a
|
||||||
// before the process exits (os.Exit skips defers).
|
// startup error; once the game starts, it ends by exiting the process
|
||||||
|
// from within (game.myExit restores the terminal first). The deferred
|
||||||
|
// Fini covers the early-return paths.
|
||||||
func run() int {
|
func run() int {
|
||||||
scores := flag.Bool("s", false, "print the scoreboard and exit")
|
scores := flag.Bool("s", false, "print the scoreboard and exit")
|
||||||
deathDemo := flag.Bool("d", false, "die a random death (demo)")
|
deathDemo := flag.Bool("d", false, "die a random death (demo)")
|
||||||
|
|
||||||
flag.Parse()
|
flag.Parse()
|
||||||
|
|
||||||
cfg := loadConfig()
|
params := loadParams()
|
||||||
|
|
||||||
if *scores {
|
if *scores {
|
||||||
game.NewGame(cfg).ShowScores()
|
game.New(params).ShowScores()
|
||||||
|
|
||||||
return 0
|
return 0
|
||||||
}
|
}
|
||||||
@@ -45,46 +47,39 @@ func run() int {
|
|||||||
}
|
}
|
||||||
defer t.Fini()
|
defer t.Fini()
|
||||||
|
|
||||||
cfg.Term = t
|
params.Term = t
|
||||||
|
|
||||||
var g *game.RogueGame
|
var g *game.RogueGame
|
||||||
|
|
||||||
if args := flag.Args(); len(args) == 1 && !*deathDemo {
|
if args := flag.Args(); len(args) == 1 && !*deathDemo {
|
||||||
// restore a saved game
|
// restore a saved game
|
||||||
g, err = game.Restore(args[0], cfg)
|
g, err = game.Restore(args[0], params)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
t.Fini()
|
fmt.Fprintln(os.Stderr, err) // deferred Fini restores the terminal
|
||||||
fmt.Fprintln(os.Stderr, err)
|
|
||||||
|
|
||||||
return 1
|
return 1
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
g = game.NewGame(cfg)
|
g = game.New(params)
|
||||||
}
|
}
|
||||||
|
|
||||||
if *deathDemo {
|
if *deathDemo {
|
||||||
g.DeathDemo()
|
g.DeathDemo() // does not return: death exits the process
|
||||||
|
|
||||||
return 0
|
return 0
|
||||||
}
|
}
|
||||||
|
|
||||||
installAutosave(g, t)
|
installAutosave(g, t)
|
||||||
|
|
||||||
runErr := g.Run()
|
g.Run() // does not return: the game ends by exiting the process
|
||||||
if runErr != nil {
|
|
||||||
t.Fini()
|
|
||||||
fmt.Fprintln(os.Stderr, runErr)
|
|
||||||
|
|
||||||
return 1
|
|
||||||
}
|
|
||||||
|
|
||||||
return 0
|
return 0
|
||||||
}
|
}
|
||||||
|
|
||||||
// loadConfig gathers the game configuration from the environment: home
|
// loadParams gathers the game parameters from the environment: home
|
||||||
// directory, ROGUEOPTS, user name, wizard mode, and the dungeon seed
|
// directory, ROGUEOPTS, user name, wizard mode, and the dungeon seed
|
||||||
// (main.c's startup).
|
// (main.c's startup).
|
||||||
func loadConfig() game.Config {
|
func loadParams() game.Params {
|
||||||
home, _ := os.UserHomeDir()
|
home, _ := os.UserHomeDir()
|
||||||
|
|
||||||
name := ""
|
name := ""
|
||||||
@@ -96,7 +91,7 @@ func loadConfig() game.Config {
|
|||||||
|
|
||||||
wizard := os.Getenv("ROGUE_WIZARD") != ""
|
wizard := os.Getenv("ROGUE_WIZARD") != ""
|
||||||
|
|
||||||
return game.Config{
|
return game.Params{
|
||||||
Seed: chooseSeed(wizard),
|
Seed: chooseSeed(wizard),
|
||||||
Name: name,
|
Name: name,
|
||||||
RogueOpts: os.Getenv("ROGUEOPTS"),
|
RogueOpts: os.Getenv("ROGUEOPTS"),
|
||||||
|
|||||||
@@ -7,7 +7,7 @@ import "testing"
|
|||||||
func mkGameInput(t *testing.T) *RogueGame {
|
func mkGameInput(t *testing.T) *RogueGame {
|
||||||
t.Helper()
|
t.Helper()
|
||||||
|
|
||||||
g := NewGame(Config{Seed: 5, Term: &testTerm{}})
|
g := New(Params{Seed: 5, Term: &testTerm{}})
|
||||||
g.NewLevel()
|
g.NewLevel()
|
||||||
g.Oldpos = g.Player.Pos
|
g.Oldpos = g.Player.Pos
|
||||||
g.Oldrp = g.roomIn(g.Player.Pos)
|
g.Oldrp = g.roomIn(g.Player.Pos)
|
||||||
@@ -183,7 +183,7 @@ func TestZapSlowMonster(t *testing.T) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func TestParseOpts(t *testing.T) {
|
func TestParseOpts(t *testing.T) {
|
||||||
g := NewGame(Config{Seed: 1})
|
g := New(Params{Seed: 1})
|
||||||
g.ParseOpts("terse,nojump,name=Conan,fruit=mango,inven=slow")
|
g.ParseOpts("terse,nojump,name=Conan,fruit=mango,inven=slow")
|
||||||
|
|
||||||
if !g.Options.Terse {
|
if !g.Options.Terse {
|
||||||
|
|||||||
@@ -7,7 +7,7 @@ import "testing"
|
|||||||
func mkGame(t *testing.T, seed int32) *RogueGame {
|
func mkGame(t *testing.T, seed int32) *RogueGame {
|
||||||
t.Helper()
|
t.Helper()
|
||||||
|
|
||||||
g := NewGame(Config{Seed: seed, Term: &testTerm{}})
|
g := New(Params{Seed: seed, Term: &testTerm{}})
|
||||||
g.NewLevel()
|
g.NewLevel()
|
||||||
g.Oldpos = g.Player.Pos
|
g.Oldpos = g.Player.Pos
|
||||||
g.Oldrp = g.roomIn(g.Player.Pos)
|
g.Oldrp = g.roomIn(g.Player.Pos)
|
||||||
@@ -79,24 +79,6 @@ func TestAttackHurtsPlayer(t *testing.T) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
func TestDeathUnwindsWithGameEnd(t *testing.T) {
|
|
||||||
g := mkGame(t, 11)
|
|
||||||
|
|
||||||
defer func() {
|
|
||||||
r := recover()
|
|
||||||
if _, ok := r.(gameEnd); !ok {
|
|
||||||
t.Fatalf("death did not unwind with gameEnd, got %v", r)
|
|
||||||
}
|
|
||||||
|
|
||||||
if g.Playing {
|
|
||||||
t.Error("still playing after death")
|
|
||||||
}
|
|
||||||
}()
|
|
||||||
|
|
||||||
g.Options.Tombstone = false
|
|
||||||
g.death('K')
|
|
||||||
}
|
|
||||||
|
|
||||||
func TestRunnersChaseHero(t *testing.T) {
|
func TestRunnersChaseHero(t *testing.T) {
|
||||||
g := mkGame(t, 3)
|
g := mkGame(t, 3)
|
||||||
// Place a hobgoblin a few squares away in the hero's room and set it
|
// Place a hobgoblin a few squares away in the hero's room and set it
|
||||||
|
|||||||
90
game/game.go
90
game/game.go
@@ -31,9 +31,9 @@ type Options struct {
|
|||||||
InvType int // inven: inventory style (InvOver/InvSlow/InvClear)
|
InvType int // inven: inventory style (InvOver/InvSlow/InvClear)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Config carries everything needed to construct a game.
|
// Params carries everything needed to construct a game.
|
||||||
type Config struct {
|
type Params struct {
|
||||||
Seed int32 // dungeon number; the caller derives it (time+pid or SEED env)
|
Seed int32 // dungeon number; caller derives it (time+pid or SEED)
|
||||||
Name string // player name (overridden by ROGUEOPTS name=)
|
Name string // player name (overridden by ROGUEOPTS name=)
|
||||||
RogueOpts string // the ROGUEOPTS environment string
|
RogueOpts string // the ROGUEOPTS environment string
|
||||||
Home string // home directory (save file default location)
|
Home string // home directory (save file default location)
|
||||||
@@ -44,7 +44,7 @@ type Config struct {
|
|||||||
|
|
||||||
// RogueGame is one complete game of Rogue: every piece of state that was a
|
// RogueGame is one complete game of Rogue: every piece of state that was a
|
||||||
// global (or file-scope static) in the C sources, plus the terminal it is
|
// global (or file-scope static) in the C sources, plus the terminal it is
|
||||||
// played on. Construct with NewGame, then call Run.
|
// played on. Construct with New, then call Run.
|
||||||
//
|
//
|
||||||
// The struct grows with the port; fields appear in the phase that ports the
|
// The struct grows with the port; fields appear in the phase that ports the
|
||||||
// code owning them.
|
// code owning them.
|
||||||
@@ -143,22 +143,22 @@ type RogueGame struct {
|
|||||||
data *gameData
|
data *gameData
|
||||||
}
|
}
|
||||||
|
|
||||||
// NewGame builds a game from cfg, seeds the RNG, and randomizes the item
|
// 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
|
// appearance tables (the front half of main.c main(); the player roll-up
|
||||||
// and first level arrive with later porting phases).
|
// and first level arrive with later porting phases).
|
||||||
func NewGame(cfg Config) *RogueGame {
|
func New(params Params) *RogueGame {
|
||||||
g := &RogueGame{
|
g := &RogueGame{
|
||||||
data: newGameData(),
|
data: newGameData(),
|
||||||
Rng: &Rng{Seed: cfg.Seed},
|
Rng: &Rng{Seed: params.Seed},
|
||||||
Dnum: int(cfg.Seed),
|
Dnum: int(params.Seed),
|
||||||
Whoami: cfg.Name,
|
Whoami: params.Name,
|
||||||
Fruit: "slime-mold",
|
Fruit: "slime-mold",
|
||||||
Home: cfg.Home,
|
Home: params.Home,
|
||||||
Wizard: cfg.Wizard,
|
Wizard: params.Wizard,
|
||||||
NoScore: cfg.Wizard,
|
NoScore: params.Wizard,
|
||||||
Playing: true,
|
Playing: true,
|
||||||
Depth: 1,
|
Depth: 1,
|
||||||
ScorePath: cfg.ScorePath,
|
ScorePath: params.ScorePath,
|
||||||
LastScore: -1,
|
LastScore: -1,
|
||||||
}
|
}
|
||||||
g.Options = Options{
|
g.Options = Options{
|
||||||
@@ -168,17 +168,17 @@ func NewGame(cfg Config) *RogueGame {
|
|||||||
}
|
}
|
||||||
g.InvDescribe = true
|
g.InvDescribe = true
|
||||||
g.Msgs.SaveMsg = true
|
g.Msgs.SaveMsg = true
|
||||||
g.scr = NewScreen(cfg.Term)
|
g.scr = NewScreen(params.Term)
|
||||||
g.Msgs.attach(g.scr, g.look, g.readchar)
|
g.Msgs.attach(g.scr, g.look, g.readchar)
|
||||||
g.FileName = cfg.Home + "/rogue.save"
|
g.FileName = params.Home + "/rogue.save"
|
||||||
|
|
||||||
g.rogueOpts = cfg.RogueOpts
|
g.rogueOpts = params.RogueOpts
|
||||||
if cfg.Wizard {
|
if params.Wizard {
|
||||||
g.Player.Flags.Set(SenseMonsters)
|
g.Player.Flags.Set(SenseMonsters)
|
||||||
}
|
}
|
||||||
|
|
||||||
if cfg.RogueOpts != "" {
|
if params.RogueOpts != "" {
|
||||||
g.ParseOpts(cfg.RogueOpts)
|
g.ParseOpts(params.RogueOpts)
|
||||||
}
|
}
|
||||||
|
|
||||||
g.Monsters = g.data.monsterTable
|
g.Monsters = g.data.monsterTable
|
||||||
@@ -199,37 +199,45 @@ func NewGame(cfg Config) *RogueGame {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Run plays the game to its end: the back half of main.c main() plus
|
// Run plays the game to its end: the back half of main.c main() plus
|
||||||
// playit(). It returns after death, victory, quitting, or saving.
|
// playit(). It does not return — the game ends by exiting the process
|
||||||
func (g *RogueGame) Run() error {
|
// (see myExit); one game run is one process.
|
||||||
// A gameEnd panic is the port's my_exit(): recovering it here makes
|
func (g *RogueGame) Run() {
|
||||||
// Run return normally (zero values), restoring the terminal via the
|
g.startLevel()
|
||||||
// caller's defers.
|
g.playit()
|
||||||
defer func() {
|
}
|
||||||
if r := recover(); r != nil {
|
|
||||||
if _, ok := r.(gameEnd); ok {
|
// startLevel draws the first level and starts the standing daemons and
|
||||||
return // normal game over / save exit
|
// fuses for a fresh game; a restored game brings its own (the back half
|
||||||
|
// of main.c main()).
|
||||||
|
func (g *RogueGame) startLevel() {
|
||||||
|
if g.restored {
|
||||||
|
return
|
||||||
}
|
}
|
||||||
|
|
||||||
panic(r)
|
|
||||||
}
|
|
||||||
}()
|
|
||||||
|
|
||||||
if !g.restored {
|
|
||||||
g.NewLevel() // draw current level
|
g.NewLevel() // draw current level
|
||||||
// Start up daemons and fuses
|
// Start up daemons and fuses
|
||||||
g.StartDaemon(DRunners, 0, After)
|
g.StartDaemon(DRunners, 0, After)
|
||||||
g.StartDaemon(DDoctor, 0, After)
|
g.StartDaemon(DDoctor, 0, After)
|
||||||
g.Fuse(DSwander, 0, wanderTime(g), After)
|
g.Fuse(DSwander, 0, wanderTime(g), After)
|
||||||
g.StartDaemon(DStomach, 0, After)
|
g.StartDaemon(DStomach, 0, After)
|
||||||
}
|
|
||||||
|
|
||||||
g.playit()
|
|
||||||
|
|
||||||
return nil
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// playit is the main loop of the program (main.c playit).
|
// playit is the main loop of the program (main.c playit).
|
||||||
func (g *RogueGame) playit() {
|
func (g *RogueGame) playit() {
|
||||||
|
g.prePlay()
|
||||||
|
|
||||||
|
for g.Playing {
|
||||||
|
g.command() // command execution
|
||||||
|
}
|
||||||
|
|
||||||
|
g.endit()
|
||||||
|
}
|
||||||
|
|
||||||
|
// prePlay does the option and position setup at the top of playit,
|
||||||
|
// before the command loop (main.c playit). It is split out so tests can
|
||||||
|
// drive a bounded number of turns; the loop itself never returns,
|
||||||
|
// because game-over exits the process.
|
||||||
|
func (g *RogueGame) prePlay() {
|
||||||
// set up defaults for modern terminals: curses' md_hasclreol() is
|
// set up defaults for modern terminals: curses' md_hasclreol() is
|
||||||
// always true, so the C default inventory style applies
|
// always true, so the C default inventory style applies
|
||||||
if !g.restored {
|
if !g.restored {
|
||||||
@@ -242,13 +250,7 @@ func (g *RogueGame) playit() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
g.Oldpos = g.Player.Pos
|
g.Oldpos = g.Player.Pos
|
||||||
|
|
||||||
g.Oldrp = g.roomIn(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).
|
// endit exits the game (main.c endit).
|
||||||
|
|||||||
@@ -8,7 +8,7 @@ import (
|
|||||||
func genLevel(t *testing.T, seed int32) *RogueGame {
|
func genLevel(t *testing.T, seed int32) *RogueGame {
|
||||||
t.Helper()
|
t.Helper()
|
||||||
|
|
||||||
g := NewGame(Config{Seed: seed})
|
g := New(Params{Seed: seed})
|
||||||
g.NewLevel()
|
g.NewLevel()
|
||||||
|
|
||||||
return g
|
return g
|
||||||
@@ -159,7 +159,7 @@ func TestNewLevelDeterministic(t *testing.T) {
|
|||||||
// mazes, dark rooms, traps, treasure rooms — as a crash/invariant sweep.
|
// mazes, dark rooms, traps, treasure rooms — as a crash/invariant sweep.
|
||||||
func TestDeeperLevels(t *testing.T) {
|
func TestDeeperLevels(t *testing.T) {
|
||||||
for _, seed := range []int32{7, 42, 1000, 31337} {
|
for _, seed := range []int32{7, 42, 1000, 31337} {
|
||||||
g := NewGame(Config{Seed: seed})
|
g := New(Params{Seed: seed})
|
||||||
for depth := 1; depth <= 30; depth++ {
|
for depth := 1; depth <= 30; depth++ {
|
||||||
g.Depth = depth
|
g.Depth = depth
|
||||||
g.NewLevel()
|
g.NewLevel()
|
||||||
|
|||||||
30
game/rip.go
30
game/rip.go
@@ -2,23 +2,20 @@ package game
|
|||||||
|
|
||||||
import (
|
import (
|
||||||
"fmt"
|
"fmt"
|
||||||
|
"os"
|
||||||
"time"
|
"time"
|
||||||
)
|
)
|
||||||
|
|
||||||
// rip.c — the fun ends: death or a total win.
|
// rip.c — the fun ends: death or a total win.
|
||||||
//
|
//
|
||||||
// The C functions here call exit(); the port panics with a gameEnd sentinel
|
// The C functions here call exit(). One game run is one process, so the
|
||||||
// that Run recovers, so the terminal is restored by normal unwinding.
|
// port does the same: myExit restores the terminal and exits directly.
|
||||||
|
|
||||||
// gameEnd is the sentinel carried by the panic that replaces my_exit().
|
// myExit leaves the process properly (main.c my_exit): it restores the
|
||||||
type gameEnd struct{}
|
// terminal and ends the process. Every C caller exited with status 0.
|
||||||
|
|
||||||
// myExit leaves the process properly (main.c my_exit): it unwinds to Run.
|
|
||||||
// Every C caller exited with status 0; abnormal exits panic for real.
|
|
||||||
func (g *RogueGame) myExit() {
|
func (g *RogueGame) myExit() {
|
||||||
g.Playing = false
|
g.scr.Fini()
|
||||||
|
os.Exit(0)
|
||||||
panic(gameEnd{})
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// death does something really fun when he dies (rip.c death).
|
// death does something really fun when he dies (rip.c death).
|
||||||
@@ -255,18 +252,9 @@ func (g *RogueGame) killname(monst byte, doart bool) string {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// DeathDemo implements the -d command line option (main.c): burn some
|
// DeathDemo implements the -d command line option (main.c): burn some
|
||||||
// random numbers to break patterns, then die a random death.
|
// random numbers to break patterns, then die a random death. It does not
|
||||||
|
// return — death exits the process.
|
||||||
func (g *RogueGame) DeathDemo() {
|
func (g *RogueGame) DeathDemo() {
|
||||||
defer func() {
|
|
||||||
if r := recover(); r != nil {
|
|
||||||
if _, ok := r.(gameEnd); ok {
|
|
||||||
return
|
|
||||||
}
|
|
||||||
|
|
||||||
panic(r)
|
|
||||||
}
|
|
||||||
}()
|
|
||||||
|
|
||||||
dnum := g.rnd(100)
|
dnum := g.rnd(100)
|
||||||
for dnum--; dnum > 0; dnum-- {
|
for dnum--; dnum > 0; dnum-- {
|
||||||
g.rnd(100)
|
g.rnd(100)
|
||||||
|
|||||||
244
game/run_test.go
244
game/run_test.go
@@ -1,27 +1,75 @@
|
|||||||
package game
|
package game
|
||||||
|
|
||||||
import (
|
import (
|
||||||
|
"path/filepath"
|
||||||
"strings"
|
"strings"
|
||||||
"testing"
|
"testing"
|
||||||
)
|
)
|
||||||
|
|
||||||
// TestRunScriptedSession drives a complete game through Run(): a few
|
// fortify makes the hero effectively immortal for a crash-sweep drive:
|
||||||
// moves, a rest, an inventory, then Q-quit answered yes.
|
// game-over now calls myExit and os.Exit(0) (step 8), which would kill the
|
||||||
func TestRunScriptedSession(t *testing.T) {
|
// test binary, so every death vector is neutralized. Re-applied each turn
|
||||||
tt := &testTerm{input: []byte("hjkl.i Qy")}
|
// because combat, digestion, freezing, and level drain chip away at these.
|
||||||
|
func fortify(g *RogueGame) {
|
||||||
|
p := &g.Player
|
||||||
|
p.Stats.HP = 30000 // survive combat, arrow/dart traps, bolts
|
||||||
|
p.Stats.MaxHP = 30000 // survive vampire max-hp drain
|
||||||
|
p.Stats.Exp = 30000 // survive wraith level drain (death when exp hits 0)
|
||||||
|
p.FoodLeft = 30000 // never starve
|
||||||
|
g.NoCommand = 0 // never freeze to death (ice monster / sleep trap)
|
||||||
|
g.NoMove = 0 // never stay stuck in a bear trap
|
||||||
|
}
|
||||||
|
|
||||||
g := NewGame(Config{Seed: 99, Term: tt})
|
// driveTurns runs the game's per-turn loop up to n times, doing the same
|
||||||
|
// first-level and pre-play setup Run() does. Run() itself no longer
|
||||||
|
// returns — game-over exits the process — so tests drive command()
|
||||||
|
// directly, with short scripts that avoid quitting, saving, or playing
|
||||||
|
// long enough to starve, any of which would exit the test binary.
|
||||||
|
func driveTurns(t *testing.T, g *RogueGame, n int) {
|
||||||
|
t.Helper()
|
||||||
|
|
||||||
err := g.Run()
|
g.startLevel()
|
||||||
if err != nil {
|
g.prePlay()
|
||||||
t.Fatalf("Run: %v", err)
|
|
||||||
|
for range n {
|
||||||
|
g.command()
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if g.Playing {
|
// TestRunDownStairs stands the hero on the staircase and descends via the
|
||||||
t.Error("still playing after quit")
|
// '>' command through the real turn loop, then checks the level changed.
|
||||||
|
func TestRunDownStairs(t *testing.T) {
|
||||||
|
// '>' is a free action (After=false), so it is followed by a paying
|
||||||
|
// rest ('.') to end the command() call; without a paying action the
|
||||||
|
// turn loop would spin forever on the auto-fed prompt input.
|
||||||
|
tt := &testTerm{input: []byte(">.")}
|
||||||
|
g := New(Params{Seed: 7, Term: tt})
|
||||||
|
g.NewLevel()
|
||||||
|
g.Player.Pos = g.Level.Stairs // stand on the stairs
|
||||||
|
g.restored = true // keep startLevel from regenerating
|
||||||
|
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)
|
||||||
|
|
||||||
|
driveTurns(t, g, 1)
|
||||||
|
|
||||||
|
if g.Depth != 2 {
|
||||||
|
t.Errorf("depth = %d after descending, want 2", g.Depth)
|
||||||
}
|
}
|
||||||
// After quitting, the scoreboard is the last thing shown (in C it went
|
}
|
||||||
// to stdout after endwin; here it is drawn on the screen).
|
|
||||||
|
// TestScoreRendersList checks that the scoreboard is drawn on the screen
|
||||||
|
// (in C it went to stdout after endwin; here it stays on the screen). The
|
||||||
|
// quit and death paths that normally show it now exit the process, so the
|
||||||
|
// display is exercised through score() directly.
|
||||||
|
func TestScoreRendersList(t *testing.T) {
|
||||||
|
g := New(Params{Seed: 1, Term: &testTerm{}})
|
||||||
|
g.Player.Purse = 100
|
||||||
|
|
||||||
|
g.score(g.Player.Purse, 1, 0) // flags 1 = quit; posts the top-ten list
|
||||||
|
|
||||||
found := false
|
found := false
|
||||||
|
|
||||||
for y := range NumLines {
|
for y := range NumLines {
|
||||||
@@ -31,96 +79,126 @@ func TestRunScriptedSession(t *testing.T) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if !found {
|
if !found {
|
||||||
t.Error("score list not on screen after quit")
|
t.Error("score list not on screen")
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// TestRunManyTurns mashes movement keys for a while as a crash sweep of
|
// TestDeepPlaythrough drives a fortified hero through the real command loop:
|
||||||
// the whole turn loop (daemons, hunger, monsters, combat), ending with a
|
// quaff/read/zap on the first level, then descend through the staircase to
|
||||||
// quit. The input alternates directions so the hero bumps around rooms.
|
// depth 8, saving and restoring mid-way. It is a crash sweep of the turn
|
||||||
func TestRunManyTurns(t *testing.T) {
|
// engine, deep level generation, item effects, and mid-game save/restore.
|
||||||
// Spaces between commands double as answers to any --More-- prompts;
|
// The hero is fortified so no death exits the process (step 8), and the fixed
|
||||||
// without them a single prompt would swallow the rest of the script
|
// seed keeps it deterministic.
|
||||||
// (wait_for eats everything that isn't a space).
|
func TestDeepPlaythrough(t *testing.T) {
|
||||||
moves := []byte("h j k l y u b n s .")
|
g := New(Params{Seed: 4242, Wizard: true, Term: &testTerm{}})
|
||||||
script := make([]byte, 0, len(moves)*200+7)
|
g.startLevel()
|
||||||
|
g.prePlay()
|
||||||
|
fortify(g)
|
||||||
|
|
||||||
|
// Stock and use one of each consumable through the command dispatch.
|
||||||
|
pot := give(g, &Object{Kind: KindPotion, Which: int(PotionHealing)})
|
||||||
|
scr := give(g, &Object{Kind: KindScroll, Which: int(ScrollMagicMapping)})
|
||||||
|
|
||||||
|
wand := newObject()
|
||||||
|
wand.Kind = KindWand
|
||||||
|
wand.Which = int(WandLight)
|
||||||
|
wand.Charges = 5
|
||||||
|
zap := give(g, wand)
|
||||||
|
|
||||||
|
setInput(t, g, 'q', pot) // quaff healing
|
||||||
|
g.command()
|
||||||
|
setInput(t, g, 'r', scr) // read magic mapping
|
||||||
|
g.command()
|
||||||
|
setInput(t, g, 'z', 'h', zap) // zap the light wand west
|
||||||
|
g.command()
|
||||||
|
fortify(g)
|
||||||
|
|
||||||
|
// Each consumable identifies itself on use, confirming the q/r/z
|
||||||
|
// commands actually ran through dispatch (not aborted on a bad prompt).
|
||||||
|
if !g.Items.Potions[PotionHealing].Know {
|
||||||
|
t.Error("quaff command did not identify the healing potion")
|
||||||
|
}
|
||||||
|
|
||||||
|
if !g.Items.Scrolls[ScrollMagicMapping].Know {
|
||||||
|
t.Error("read command did not identify the magic-mapping scroll")
|
||||||
|
}
|
||||||
|
|
||||||
|
if !g.Items.Sticks[WandLight].Know {
|
||||||
|
t.Error("zap command did not identify the light wand")
|
||||||
|
}
|
||||||
|
|
||||||
|
const wantDepth = 8
|
||||||
|
|
||||||
|
for g.Depth < wantDepth {
|
||||||
|
g.Player.Pos = g.Level.Stairs // stand on the stairs
|
||||||
|
setInput(t, g, '>', '.') // '>' descends (free), '.' pays the turn
|
||||||
|
g.command()
|
||||||
|
fortify(g)
|
||||||
|
|
||||||
|
if g.Depth == 4 {
|
||||||
|
g = saveAndRestore(t, g)
|
||||||
|
fortify(g)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if g.Depth != wantDepth {
|
||||||
|
t.Errorf("depth = %d after descending, want %d", g.Depth, wantDepth)
|
||||||
|
}
|
||||||
|
|
||||||
|
if g.Player.Stats.HP <= 0 {
|
||||||
|
t.Error("hero died during the playthrough")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestTurnLoopCrashSweep mashes movement, search, and rest through the real
|
||||||
|
// turn loop for many turns on several seeds, exercising combat, monster AI,
|
||||||
|
// and traps. The hero is fortified each turn so nothing exits the process,
|
||||||
|
// and the fixed seeds keep it deterministic; the point is to surface panics.
|
||||||
|
func TestTurnLoopCrashSweep(t *testing.T) {
|
||||||
|
// A generous mix of movement, search, and rest. The spaces between
|
||||||
|
// commands double as answers to any --More-- prompt (wait_for eats
|
||||||
|
// everything up to a space); without them one prompt would swallow the
|
||||||
|
// rest of the script. The script is long enough that the bounded drive
|
||||||
|
// never exhausts it (which would spin on the auto-fed prompt input).
|
||||||
|
script := []byte(strings.Repeat("h j k l y u b n s . ", 400))
|
||||||
|
|
||||||
|
for _, seed := range []int32{1, 99, 2026, 31337} {
|
||||||
|
g := New(Params{Seed: seed, Term: &testTerm{input: script}})
|
||||||
|
g.startLevel()
|
||||||
|
g.prePlay()
|
||||||
|
|
||||||
for range 200 {
|
for range 200 {
|
||||||
script = append(script, moves...)
|
fortify(g)
|
||||||
|
g.command()
|
||||||
}
|
}
|
||||||
|
|
||||||
script = append(script, " Q y Qy"...)
|
if g.Player.Stats.HP <= 0 {
|
||||||
tt := &testTerm{input: script}
|
t.Errorf("seed %d: hero died despite fortify", seed)
|
||||||
|
|
||||||
g := NewGame(Config{Seed: 31337, Term: tt})
|
|
||||||
|
|
||||||
err := g.Run()
|
|
||||||
if 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
|
// saveAndRestore snapshots the game to a file, restores it, checks the key
|
||||||
// wizard style, then descends and keeps playing.
|
// state survived, and returns the restored game ready to keep playing.
|
||||||
func TestRunDownStairs(t *testing.T) {
|
func saveAndRestore(t *testing.T, g *RogueGame) *RogueGame {
|
||||||
tt := &testTerm{input: []byte(">..Qy")}
|
t.Helper()
|
||||||
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)
|
|
||||||
|
|
||||||
err := g.Run()
|
path := filepath.Join(t.TempDir(), "deep.save")
|
||||||
if err != nil {
|
|
||||||
t.Fatalf("Run: %v", err)
|
saveErr := g.saveFile(path)
|
||||||
|
if saveErr != nil {
|
||||||
|
t.Fatalf("saveFile: %v", saveErr)
|
||||||
}
|
}
|
||||||
|
|
||||||
if g.Depth != 2 {
|
h, err := Restore(path, Params{Wizard: true, Term: &testTerm{}})
|
||||||
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
|
|
||||||
|
|
||||||
runErr := g.Run()
|
|
||||||
if runErr != nil {
|
|
||||||
t.Fatalf("Run: %v", runErr)
|
|
||||||
}
|
|
||||||
|
|
||||||
h, err := Restore(path, Config{Term: &testTerm{}})
|
|
||||||
if err != nil {
|
if err != nil {
|
||||||
t.Fatalf("Restore: %v", err)
|
t.Fatalf("Restore: %v", err)
|
||||||
}
|
}
|
||||||
|
|
||||||
if h.Depth != g.Depth || h.Player.Purse != g.Player.Purse {
|
if h.Depth != g.Depth || h.Player.Purse != g.Player.Purse {
|
||||||
t.Error("restored game does not match saved game")
|
t.Errorf("restored game diverged: depth %d/%d purse %d/%d",
|
||||||
|
h.Depth, g.Depth, h.Player.Purse, g.Player.Purse)
|
||||||
}
|
}
|
||||||
// The restored game must be playable.
|
|
||||||
setInput(t, h, []byte("..Qy")...)
|
|
||||||
|
|
||||||
restoredErr := h.Run()
|
return h
|
||||||
if restoredErr != nil {
|
|
||||||
t.Fatalf("restored Run: %v", restoredErr)
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -681,7 +681,7 @@ var ErrSaveOutOfDate = errors.New("sorry, saved game is out of date")
|
|||||||
|
|
||||||
// Restore restores a saved game from a file (save.c restore). The file is
|
// 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.
|
// deleted, as in C, to defeat restarting from the same save.
|
||||||
func Restore(path string, cfg Config) (*RogueGame, error) {
|
func Restore(path string, params Params) (*RogueGame, error) {
|
||||||
f, err := os.Open(path) //nolint:gosec // G304: the save path is user-chosen by design
|
f, err := os.Open(path) //nolint:gosec // G304: the save path is user-chosen by design
|
||||||
if err != nil {
|
if err != nil {
|
||||||
return nil, err
|
return nil, err
|
||||||
@@ -704,12 +704,12 @@ func Restore(path string, cfg Config) (*RogueGame, error) {
|
|||||||
data: newGameData(),
|
data: newGameData(),
|
||||||
Rng: &Rng{},
|
Rng: &Rng{},
|
||||||
Playing: true,
|
Playing: true,
|
||||||
ScorePath: cfg.ScorePath,
|
ScorePath: params.ScorePath,
|
||||||
FileName: path,
|
FileName: path,
|
||||||
rogueOpts: cfg.RogueOpts,
|
rogueOpts: params.RogueOpts,
|
||||||
restored: true,
|
restored: true,
|
||||||
}
|
}
|
||||||
g.scr = NewScreen(cfg.Term)
|
g.scr = NewScreen(params.Term)
|
||||||
g.Msgs.attach(g.scr, g.look, g.readchar)
|
g.Msgs.attach(g.scr, g.look, g.readchar)
|
||||||
g.applySnapshot(&st)
|
g.applySnapshot(&st)
|
||||||
|
|
||||||
|
|||||||
@@ -29,7 +29,7 @@ func TestSaveRestoreRoundTrip(t *testing.T) {
|
|||||||
t.Fatalf("saveFile: %v", saveErr)
|
t.Fatalf("saveFile: %v", saveErr)
|
||||||
}
|
}
|
||||||
|
|
||||||
h, err := Restore(path, Config{Term: &testTerm{}})
|
h, err := Restore(path, Params{Term: &testTerm{}})
|
||||||
if err != nil {
|
if err != nil {
|
||||||
t.Fatalf("Restore: %v", err)
|
t.Fatalf("Restore: %v", err)
|
||||||
}
|
}
|
||||||
@@ -154,7 +154,7 @@ func TestRestoreRejectsWrongVersion(t *testing.T) {
|
|||||||
t.Fatal(closeErr)
|
t.Fatal(closeErr)
|
||||||
}
|
}
|
||||||
|
|
||||||
_, restoreErr := Restore(path, Config{})
|
_, restoreErr := Restore(path, Params{})
|
||||||
if restoreErr == nil {
|
if restoreErr == nil {
|
||||||
t.Error("restore accepted an out-of-date save")
|
t.Error("restore accepted an out-of-date save")
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -16,6 +16,9 @@ type Terminal interface {
|
|||||||
// ReadChar blocks for the next key, translated to Rogue's input bytes
|
// ReadChar blocks for the next key, translated to Rogue's input bytes
|
||||||
// (arrows become hjkl, control keys their C0 codes).
|
// (arrows become hjkl, control keys their C0 codes).
|
||||||
ReadChar() byte
|
ReadChar() byte
|
||||||
|
// 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()
|
||||||
}
|
}
|
||||||
|
|
||||||
// cell is one screen position.
|
// cell is one screen position.
|
||||||
@@ -213,6 +216,13 @@ func (s *Screen) Refresh() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Fini restores the terminal device, if there is one (curses endwin).
|
||||||
|
func (s *Screen) Fini() {
|
||||||
|
if s.term != nil {
|
||||||
|
s.term.Fini()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// RefreshWin pushes an arbitrary window to the device (curses wrefresh).
|
// RefreshWin pushes an arbitrary window to the device (curses wrefresh).
|
||||||
func (s *Screen) RefreshWin(w *Window) {
|
func (s *Screen) RefreshWin(w *Window) {
|
||||||
if s.term != nil {
|
if s.term != nil {
|
||||||
|
|||||||
98
game/seedcompat_test.go
Normal file
98
game/seedcompat_test.go
Normal file
@@ -0,0 +1,98 @@
|
|||||||
|
package game
|
||||||
|
|
||||||
|
import (
|
||||||
|
"fmt"
|
||||||
|
"os"
|
||||||
|
"strings"
|
||||||
|
"testing"
|
||||||
|
)
|
||||||
|
|
||||||
|
// dumpItemTables formats a game's per-seed item appearance tables in the
|
||||||
|
// same layout the instrumented C reference prints: the potion colors,
|
||||||
|
// scroll names, ring stones, and wand/staff materials, each generated by
|
||||||
|
// consuming the RNG in a fixed order during New().
|
||||||
|
func dumpItemTables(seed int32, g *RogueGame) string {
|
||||||
|
var b strings.Builder
|
||||||
|
|
||||||
|
fmt.Fprintf(&b, "SEED %d\n", seed)
|
||||||
|
|
||||||
|
fmt.Fprintln(&b, "POTIONS")
|
||||||
|
|
||||||
|
for _, c := range g.Items.PotColors {
|
||||||
|
fmt.Fprintln(&b, c)
|
||||||
|
}
|
||||||
|
|
||||||
|
fmt.Fprintln(&b, "SCROLLS")
|
||||||
|
|
||||||
|
for _, s := range g.Items.ScrNames {
|
||||||
|
fmt.Fprintln(&b, s)
|
||||||
|
}
|
||||||
|
|
||||||
|
fmt.Fprintln(&b, "RINGS")
|
||||||
|
|
||||||
|
for _, s := range g.Items.RingStones {
|
||||||
|
fmt.Fprintln(&b, s)
|
||||||
|
}
|
||||||
|
|
||||||
|
fmt.Fprintln(&b, "STICKS")
|
||||||
|
|
||||||
|
for i := range g.Items.WandType {
|
||||||
|
fmt.Fprintf(&b, "%s %s\n", g.Items.WandType[i], g.Items.WandMade[i])
|
||||||
|
}
|
||||||
|
|
||||||
|
return b.String()
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestSeedCompatItemTables proves the port's seed-compatibility claim: for
|
||||||
|
// the same seed, the Go game generates the exact per-seed item appearance
|
||||||
|
// tables as the C reference on modern-rogue. That requires the LCG and its
|
||||||
|
// consumption order through the whole init sequence (init_probs →
|
||||||
|
// init_player → init_names → init_colors → init_stones → init_materials) to
|
||||||
|
// match C byte for byte. The golden is captured from an instrumented build
|
||||||
|
// of the C game (testdata/README.md).
|
||||||
|
func TestSeedCompatItemTables(t *testing.T) {
|
||||||
|
golden, err := os.ReadFile("testdata/item_tables.golden")
|
||||||
|
if err != nil {
|
||||||
|
t.Fatalf("read golden: %v", err)
|
||||||
|
}
|
||||||
|
|
||||||
|
// These must match the seeds the golden was generated from
|
||||||
|
// (testdata/README.md).
|
||||||
|
seeds := []int32{1, 42, 12345, 99999}
|
||||||
|
|
||||||
|
var got strings.Builder
|
||||||
|
|
||||||
|
for _, seed := range seeds {
|
||||||
|
g := New(Params{Seed: seed, Wizard: true})
|
||||||
|
got.WriteString(dumpItemTables(seed, g))
|
||||||
|
}
|
||||||
|
|
||||||
|
if got.String() != string(golden) {
|
||||||
|
t.Errorf("Go item tables diverge from the C reference at %s",
|
||||||
|
firstDiff(string(golden), got.String()))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// firstDiff returns a description of the first line where want and got
|
||||||
|
// differ, for a readable failure.
|
||||||
|
func firstDiff(want, got string) string {
|
||||||
|
wl := strings.Split(want, "\n")
|
||||||
|
gl := strings.Split(got, "\n")
|
||||||
|
|
||||||
|
for i := 0; i < len(wl) || i < len(gl); i++ {
|
||||||
|
w, g := "", ""
|
||||||
|
if i < len(wl) {
|
||||||
|
w = wl[i]
|
||||||
|
}
|
||||||
|
|
||||||
|
if i < len(gl) {
|
||||||
|
g = gl[i]
|
||||||
|
}
|
||||||
|
|
||||||
|
if w != g {
|
||||||
|
return fmt.Sprintf("line %d: C=%q Go=%q", i+1, w, g)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return "no line difference (trailing content?)"
|
||||||
|
}
|
||||||
@@ -32,7 +32,7 @@ func TestProbabilitiesSumTo100(t *testing.T) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func TestInitProbsCumulative(t *testing.T) {
|
func TestInitProbsCumulative(t *testing.T) {
|
||||||
g := NewGame(Config{Seed: 1})
|
g := New(Params{Seed: 1})
|
||||||
|
|
||||||
last := g.Items.Potions[NumPotionTypes-1].Prob
|
last := g.Items.Potions[NumPotionTypes-1].Prob
|
||||||
if last != 100 {
|
if last != 100 {
|
||||||
@@ -47,14 +47,14 @@ func TestInitProbsCumulative(t *testing.T) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func TestNewGameRandomizesAppearances(t *testing.T) {
|
func TestNewGameRandomizesAppearances(t *testing.T) {
|
||||||
g := NewGame(Config{Seed: 12345})
|
g := New(Params{Seed: 12345})
|
||||||
|
|
||||||
checkPotionColors(t, g)
|
checkPotionColors(t, g)
|
||||||
checkScrollNames(t, g)
|
checkScrollNames(t, g)
|
||||||
checkWandMaterials(t, g)
|
checkWandMaterials(t, g)
|
||||||
|
|
||||||
// Determinism: same seed, same appearances.
|
// Determinism: same seed, same appearances.
|
||||||
h := NewGame(Config{Seed: 12345})
|
h := New(Params{Seed: 12345})
|
||||||
if h.Items != g.Items {
|
if h.Items != g.Items {
|
||||||
t.Error("two games with the same seed produced different item lore")
|
t.Error("two games with the same seed produced different item lore")
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -11,6 +11,8 @@ type testTerm struct {
|
|||||||
|
|
||||||
func (t *testTerm) Render(*Window) {}
|
func (t *testTerm) Render(*Window) {}
|
||||||
|
|
||||||
|
func (t *testTerm) Fini() {}
|
||||||
|
|
||||||
func (t *testTerm) ReadChar() byte {
|
func (t *testTerm) ReadChar() byte {
|
||||||
if t.pos < len(t.input) {
|
if t.pos < len(t.input) {
|
||||||
c := t.input[t.pos]
|
c := t.input[t.pos]
|
||||||
|
|||||||
27
game/testdata/README.md
vendored
Normal file
27
game/testdata/README.md
vendored
Normal file
@@ -0,0 +1,27 @@
|
|||||||
|
# Seed-compatibility golden
|
||||||
|
|
||||||
|
`item_tables.golden` is the per-seed item appearance tables (potion colors,
|
||||||
|
scroll names, ring stones, wand/staff materials) captured from the **C
|
||||||
|
reference** on the `modern-rogue` branch, for the seeds in the `seeds` list in
|
||||||
|
`TestSeedCompatItemTables`. That test regenerates the same tables from the Go
|
||||||
|
port and checks they match byte for byte — proving the LCG and its consumption
|
||||||
|
order through the whole init sequence (`init_probs` → `init_player` →
|
||||||
|
`init_names` → `init_colors` → `init_stones` → `init_materials`) agree with C.
|
||||||
|
|
||||||
|
## Regenerating the golden
|
||||||
|
|
||||||
|
`c_seedcompat.patch` adds a `DUMP` mode to the C `main.c`: with `DUMP` set it
|
||||||
|
forces the RNG seed from `SEED`, runs the item-table init in the normal order,
|
||||||
|
prints the tables, and exits before `initscr` (so no terminal is needed).
|
||||||
|
|
||||||
|
```sh
|
||||||
|
# from a checkout of the C reference (modern-rogue branch):
|
||||||
|
git archive modern-rogue | tar -x -C /tmp/rogue-c
|
||||||
|
cd /tmp/rogue-c
|
||||||
|
patch -p1 < .../game/testdata/c_seedcompat.patch
|
||||||
|
./configure && make
|
||||||
|
for s in 1 42 12345 99999; do DUMP=1 SEED=$s ./rogue; done \
|
||||||
|
> .../game/testdata/item_tables.golden
|
||||||
|
```
|
||||||
|
|
||||||
|
The seed list must match the `seeds` slice in `TestSeedCompatItemTables`.
|
||||||
37
game/testdata/c_seedcompat.patch
vendored
Normal file
37
game/testdata/c_seedcompat.patch
vendored
Normal file
@@ -0,0 +1,37 @@
|
|||||||
|
--- a/main.c 2026-07-24 03:02:38
|
||||||
|
+++ b/main.c 2026-07-24 02:48:31
|
||||||
|
@@ -63,6 +63,34 @@
|
||||||
|
#endif
|
||||||
|
dnum = lowtime + md_getpid();
|
||||||
|
seed = dnum;
|
||||||
|
+
|
||||||
|
+ /* SEEDCOMPAT: dump the per-game item appearance tables for a fixed
|
||||||
|
+ * seed and exit, without initscr. The init sequence and everything
|
||||||
|
+ * it consumes from rnd() mirror the normal startup (main.c), so the
|
||||||
|
+ * tables are exactly what a real game with SEED would show. */
|
||||||
|
+ if (getenv("DUMP") != NULL)
|
||||||
|
+ {
|
||||||
|
+ int di;
|
||||||
|
+ char *sv = getenv("SEED");
|
||||||
|
+ if (sv != NULL)
|
||||||
|
+ seed = atoi(sv);
|
||||||
|
+ printf("SEED %d\n", seed);
|
||||||
|
+ init_probs();
|
||||||
|
+ init_player();
|
||||||
|
+ init_names();
|
||||||
|
+ init_colors();
|
||||||
|
+ init_stones();
|
||||||
|
+ init_materials();
|
||||||
|
+ printf("POTIONS\n");
|
||||||
|
+ for (di = 0; di < MAXPOTIONS; di++) printf("%s\n", p_colors[di]);
|
||||||
|
+ printf("SCROLLS\n");
|
||||||
|
+ for (di = 0; di < MAXSCROLLS; di++) printf("%s\n", s_names[di]);
|
||||||
|
+ printf("RINGS\n");
|
||||||
|
+ for (di = 0; di < MAXRINGS; di++) printf("%s\n", r_stones[di]);
|
||||||
|
+ printf("STICKS\n");
|
||||||
|
+ for (di = 0; di < MAXSTICKS; di++) printf("%s %s\n", ws_type[di], ws_made[di]);
|
||||||
|
+ exit(0);
|
||||||
|
+ }
|
||||||
|
|
||||||
|
open_score();
|
||||||
|
|
||||||
260
game/testdata/item_tables.golden
vendored
Normal file
260
game/testdata/item_tables.golden
vendored
Normal file
@@ -0,0 +1,260 @@
|
|||||||
|
SEED 1
|
||||||
|
POTIONS
|
||||||
|
tangerine
|
||||||
|
white
|
||||||
|
ecru
|
||||||
|
gold
|
||||||
|
amber
|
||||||
|
violet
|
||||||
|
vermilion
|
||||||
|
pink
|
||||||
|
aquamarine
|
||||||
|
plaid
|
||||||
|
clear
|
||||||
|
orange
|
||||||
|
cyan
|
||||||
|
tan
|
||||||
|
SCROLLS
|
||||||
|
miwhon garsnanih
|
||||||
|
xomimi roke eshwedshu
|
||||||
|
potwexrol ipbjorod turs evsnelg
|
||||||
|
bekornan oxyfatox
|
||||||
|
iv wexpo wun
|
||||||
|
ha sefnelgtue whon pay
|
||||||
|
alari wedit
|
||||||
|
zantmon umzonski umwhonjo yot
|
||||||
|
bluoxun rokkho yottrol sta
|
||||||
|
vomarg microgcomp iteulkshu mung
|
||||||
|
jo urokeep yuskiun
|
||||||
|
ox xozantaks klisstaevs ag
|
||||||
|
ipnih bek
|
||||||
|
shu ami erk
|
||||||
|
nejti zim
|
||||||
|
iprol mic ishoxyvom fagan
|
||||||
|
reacreti oodrol
|
||||||
|
bytsri solsa tabu fri
|
||||||
|
RINGS
|
||||||
|
agate
|
||||||
|
zircon
|
||||||
|
jade
|
||||||
|
tiger eye
|
||||||
|
onyx
|
||||||
|
germanium
|
||||||
|
lapis lazuli
|
||||||
|
emerald
|
||||||
|
taaffeite
|
||||||
|
kryptonite
|
||||||
|
garnet
|
||||||
|
ruby
|
||||||
|
turquoise
|
||||||
|
pearl
|
||||||
|
STICKS
|
||||||
|
wand steel
|
||||||
|
wand platinum
|
||||||
|
staff redwood
|
||||||
|
staff pine
|
||||||
|
wand silicon
|
||||||
|
staff spruce
|
||||||
|
staff pecan
|
||||||
|
wand bone
|
||||||
|
staff maple
|
||||||
|
wand zinc
|
||||||
|
wand iron
|
||||||
|
wand pewter
|
||||||
|
wand electrum
|
||||||
|
staff dogwood
|
||||||
|
SEED 42
|
||||||
|
POTIONS
|
||||||
|
blue
|
||||||
|
green
|
||||||
|
grey
|
||||||
|
amber
|
||||||
|
violet
|
||||||
|
gold
|
||||||
|
pink
|
||||||
|
tan
|
||||||
|
purple
|
||||||
|
yellow
|
||||||
|
plaid
|
||||||
|
magenta
|
||||||
|
turquoise
|
||||||
|
cyan
|
||||||
|
SCROLLS
|
||||||
|
bek itod oxytaod oxy
|
||||||
|
tarhovzant cre sname oxroy
|
||||||
|
plemik ganod hyd wergerkpot
|
||||||
|
hyd sol um bekzok
|
||||||
|
esh eep ganmung
|
||||||
|
anera ishsa ingala mon
|
||||||
|
alasniklech viv
|
||||||
|
yunejorn garro con nej
|
||||||
|
dotrolther gopum eltitrol trolmonsri
|
||||||
|
nes alazum
|
||||||
|
itegopmung ti
|
||||||
|
ere haeta wergla
|
||||||
|
nejerecre poipi iprea
|
||||||
|
ha falechrhov
|
||||||
|
monskiwex sabitla frido
|
||||||
|
rhovmar sno
|
||||||
|
mar bekurzant satbuzum
|
||||||
|
somon sri
|
||||||
|
RINGS
|
||||||
|
carnelian
|
||||||
|
onyx
|
||||||
|
jade
|
||||||
|
granite
|
||||||
|
stibotantalite
|
||||||
|
kryptonite
|
||||||
|
lapis lazuli
|
||||||
|
germanium
|
||||||
|
garnet
|
||||||
|
tiger eye
|
||||||
|
opal
|
||||||
|
topaz
|
||||||
|
agate
|
||||||
|
peridot
|
||||||
|
STICKS
|
||||||
|
staff birch
|
||||||
|
staff ebony
|
||||||
|
staff redwood
|
||||||
|
wand gold
|
||||||
|
wand copper
|
||||||
|
wand aluminum
|
||||||
|
wand titanium
|
||||||
|
wand mercury
|
||||||
|
staff cypress
|
||||||
|
staff bamboo
|
||||||
|
staff dogwood
|
||||||
|
wand silicon
|
||||||
|
staff zebrawood
|
||||||
|
wand beryllium
|
||||||
|
SEED 12345
|
||||||
|
POTIONS
|
||||||
|
purple
|
||||||
|
black
|
||||||
|
grey
|
||||||
|
brown
|
||||||
|
plaid
|
||||||
|
violet
|
||||||
|
vermilion
|
||||||
|
ecru
|
||||||
|
orange
|
||||||
|
turquoise
|
||||||
|
tan
|
||||||
|
magenta
|
||||||
|
silver
|
||||||
|
gold
|
||||||
|
SCROLLS
|
||||||
|
readalf shuplu ivnin
|
||||||
|
plelaiv solel skibyt monha
|
||||||
|
xo wun
|
||||||
|
wedyfri o ewhonxo favompay
|
||||||
|
eep zantreanelg
|
||||||
|
plu buxo
|
||||||
|
un zontabdan
|
||||||
|
bie snik
|
||||||
|
ulkitzant bluri
|
||||||
|
apporg ash posnevly dennepwex
|
||||||
|
u urval rol
|
||||||
|
arzepotsno snovly pay snoropay
|
||||||
|
pottox erewed faoxro
|
||||||
|
ther sun ulkipo mik
|
||||||
|
argzebfri elgrekli tuenepzon sehturssef
|
||||||
|
isheep blumur
|
||||||
|
wedash yuzimsun
|
||||||
|
plupofri ski rejo fa
|
||||||
|
RINGS
|
||||||
|
onyx
|
||||||
|
tiger eye
|
||||||
|
alexandrite
|
||||||
|
turquoise
|
||||||
|
pearl
|
||||||
|
emerald
|
||||||
|
germanium
|
||||||
|
sapphire
|
||||||
|
zircon
|
||||||
|
ruby
|
||||||
|
granite
|
||||||
|
stibotantalite
|
||||||
|
opal
|
||||||
|
diamond
|
||||||
|
STICKS
|
||||||
|
wand silicon
|
||||||
|
staff ironwood
|
||||||
|
staff holly
|
||||||
|
wand gold
|
||||||
|
staff mahogany
|
||||||
|
wand iron
|
||||||
|
wand brass
|
||||||
|
wand pewter
|
||||||
|
staff hemlock
|
||||||
|
staff cherry
|
||||||
|
staff elm
|
||||||
|
wand mercury
|
||||||
|
staff banyan
|
||||||
|
staff dogwood
|
||||||
|
SEED 99999
|
||||||
|
POTIONS
|
||||||
|
aquamarine
|
||||||
|
plaid
|
||||||
|
gold
|
||||||
|
black
|
||||||
|
vermilion
|
||||||
|
red
|
||||||
|
cyan
|
||||||
|
tan
|
||||||
|
orange
|
||||||
|
violet
|
||||||
|
brown
|
||||||
|
clear
|
||||||
|
silver
|
||||||
|
green
|
||||||
|
SCROLLS
|
||||||
|
zant jocompan vomervly
|
||||||
|
mur shusat prok
|
||||||
|
prokmurklis oxysriklis
|
||||||
|
ingcre prokbu whonengarg kli
|
||||||
|
kli bot
|
||||||
|
rokcoswerg ipsolsan klisvlypay
|
||||||
|
glen yot whontox
|
||||||
|
lechme markho fazim
|
||||||
|
dalfsunbie micjosef cre comp
|
||||||
|
vlyfumi bjorzantbot werg
|
||||||
|
po argfidcos klipones
|
||||||
|
ashtemarg ycrezim dalfiv whon
|
||||||
|
turs unmisa zimpo therdo
|
||||||
|
miccompuni uni neswex sef
|
||||||
|
odwexing elwergmur mung
|
||||||
|
itcon rhov nejmic lech
|
||||||
|
garturs engseh ganish
|
||||||
|
oodta whonorgsno monabmik vomyeng
|
||||||
|
RINGS
|
||||||
|
obsidian
|
||||||
|
moonstone
|
||||||
|
jade
|
||||||
|
carnelian
|
||||||
|
tiger eye
|
||||||
|
taaffeite
|
||||||
|
turquoise
|
||||||
|
stibotantalite
|
||||||
|
agate
|
||||||
|
ruby
|
||||||
|
onyx
|
||||||
|
topaz
|
||||||
|
germanium
|
||||||
|
granite
|
||||||
|
STICKS
|
||||||
|
wand titanium
|
||||||
|
wand brass
|
||||||
|
wand silicon
|
||||||
|
staff zebrawood
|
||||||
|
wand mercury
|
||||||
|
staff dogwood
|
||||||
|
wand pewter
|
||||||
|
staff cinnibar
|
||||||
|
staff kukui wood
|
||||||
|
staff banyan
|
||||||
|
wand magnesium
|
||||||
|
wand gold
|
||||||
|
staff maple
|
||||||
|
wand nickel
|
||||||
Reference in New Issue
Block a user