//nolint:mnd // C-faithful literals; names hurt C-greppability (approved 2026-07-07) package game // command.c — read and execute the user commands. // command processes one player command, with its BEFORE/AFTER daemon // bracketing (command.c command). func (g *RogueGame) command() { p := &g.Player // Between turns is the one point in the loop where the game state is // whole, so it is where a signal-triggered autosave is answered when // the game goroutine is busy rather than waiting for a key (issue // #24). The other service points are readchar (io.c) and // runShellEscape, covering the two ways this goroutine can be parked. g.serviceAutoSaveRequest() ntimes := 1 // number of player moves if p.On(Hasted) { ntimes++ } // Let the daemons start up g.DoDaemons(Before) g.DoFuses(Before) for ; ntimes > 0; ntimes-- { g.playTurn() if !g.After { ntimes++ } } g.DoDaemons(After) g.DoFuses(After) g.ringTurnEffects(Left) g.ringTurnEffects(Right) } // ringTurnEffects fires the per-turn ring powers on one hand: searching // searches, teleportation teleports on 1 turn in 50 (the tail of // command.c command). func (g *RogueGame) ringTurnEffects(hand int) { p := &g.Player if p.IsRing(hand, RingSearching) { g.search() } else if p.IsRing(hand, RingTeleportation) && g.rnd(50) == 0 { g.teleport() } } // playTurn runs one full player turn: upkeep, one command, and pickup // (the body of the command.c command loop). func (g *RogueGame) playTurn() { p := &g.Player g.turnUpkeep() var ch byte if g.NoCommand == 0 { ch = g.readCommand() } else { ch = '.' } if g.NoCommand != 0 { if g.NoCommand--; g.NoCommand == 0 { p.Flags.Set(Awake) g.msg("you can move again") } } else { g.executeCommand(ch) } // If he ran into something to take, let him pick it up. if g.Take != 0 { g.pickUp(g.Take) } if !g.Running { g.DoorStop = false } } // turnUpkeep redraws and resets per-turn state before a command is read // (the top of the command.c command loop). func (g *RogueGame) turnUpkeep() { p := &g.Player g.Again = false if g.HasHit { g.endmsg() g.HasHit = false } // these are illegal things for the player to be, so if any are // set, someone's been poking in memory if p.On(Slowed | Greedy | Invisible | Regenerates | Targeted) { panic("player flags corrupted") } g.look(true) if !g.Running { g.DoorStop = false } g.status() g.LastScore = p.Purse g.move(p.Pos.Y, p.Pos.X) if (!g.Running && g.Count == 0) || !g.Options.Jump { g.refresh() // draw screen } g.Take = 0 g.After = true // Read command or continue run if g.Wizard { g.NoScore = true } } // readCommand picks the next command character: run/count repeats or // fresh input (the read block of command.c command). func (g *RogueGame) readCommand() byte { switch { case g.Running || g.ToDeath: return g.RunCh case g.Count != 0: return g.countCh default: ch := g.readchar() g.MoveOn = false if g.Msgs.Mpos != 0 { // erase message if its there g.msg("") } return ch } } // executeCommand runs one read command with the repeat-count prefix and // the repeat-history bookkeeping (the execute block of command.c // command). func (g *RogueGame) executeCommand(ch byte) { // check for prefixes g.newCount = false ch = g.countPrefix(ch) // execute a command if g.Count != 0 && !g.Running { g.Count-- } if ch != 'a' && ch != Escape && !g.Running && g.Count == 0 && !g.ToDeath { g.LLastComm = g.LastComm g.LLastDir = g.LastDir g.LLastPick = g.LastPick g.LastComm = ch g.LastDir = 0 g.LastPick = nil } g.dispatch(ch) // turn off flags if no longer needed if !g.Running { g.DoorStop = false } } // countPrefix consumes a numeric repeat-count prefix and returns the // command character that follows it (command.c). func (g *RogueGame) countPrefix(ch byte) byte { if !isDigit(ch) { return ch } g.Count = 0 g.newCount = true for isDigit(ch) { g.Count = min(g.Count*10+int(ch-'0'), 255) ch = g.readchar() } g.countCh = ch // turn off count for commands which don't make sense to repeat switch ch { case CTRL('B'), CTRL('H'), CTRL('J'), CTRL('K'), CTRL('L'), CTRL('N'), CTRL('U'), CTRL('Y'), '.', 'a', 'b', 'h', 'j', 'k', 'l', 'm', 'n', 'q', 'r', 's', 't', 'u', 'y', 'z', 'B', 'C', 'H', 'I', 'J', 'K', 'L', 'N', 'U', 'Y', CTRL('D'), CTRL('A'): default: g.Count = 0 } return ch } // dispatch runs one command character, re-running dispatchKey when it // asks (the C `goto over` re-dispatch in command.c). func (g *RogueGame) dispatch(ch byte) { for { newCh, again := g.dispatchKey(ch) if !again { return } ch = newCh } } // dispatchKey runs one command character (the big switch of command.c). // A true second result asks dispatch to run once more with the returned // key. func (g *RogueGame) dispatchKey(ch byte) (byte, bool) { if h, ok := g.data.commandHandlers[ch]; ok { h(g) return 0, false } switch ch { case CTRL('H'), CTRL('J'), CTRL('K'), CTRL('L'), CTRL('Y'), CTRL('U'), CTRL('B'), CTRL('N'): return g.runCommand(ch) case 'F', 'f': return g.fightCommand(ch) case 'a': return g.repeatCommand() case 'm': return g.moveOnCommand() default: g.After = false if g.Wizard { g.wizardCommand(ch) } else { g.illcom(ch) } } return 0, false } // runCommand handles the ctrl-direction run-until-adjacent prefix; the // returned key re-dispatches as the matching run command (command.c). func (g *RogueGame) runCommand(ch byte) (byte, bool) { if !g.Player.On(Blind) { g.DoorStop = true g.Firstmove = true } if g.Count != 0 && !g.newCount { ch = g.direction } else { ch += 'A' - CTRL('A') g.direction = ch } return ch, true // the C goto over: re-dispatch as the run command } // repeatCommand handles 'a': replay the last command by re-dispatching // it (command.c). func (g *RogueGame) repeatCommand() (byte, bool) { if g.LastComm == 0 { g.msg("you haven't typed a command yet") g.After = false return 0, false } g.Again = true return g.LastComm, true // the C goto over: replay the last command } // moveOnCommand handles 'm': move without picking up; the direction key // re-dispatches (command.c). func (g *RogueGame) moveOnCommand() (byte, bool) { g.MoveOn = true if !g.promptDirection() { g.After = false return 0, false } g.countCh = g.DirCh return g.DirCh, true // the C goto over: move onto it without pickup } // pickupCommand handles ',': pick up whatever is here (command.c). func (g *RogueGame) pickupCommand() { p := &g.Player var found *Object for _, obj := range g.Level.Objects { if obj.Pos.Y == p.Pos.Y && obj.Pos.X == p.Pos.X { found = obj break } } if found != nil { if !g.levitCheck() { g.pickUp(found.Kind.Glyph()) } return } if !g.Options.Terse { g.addmsgf("there is ") } g.addmsgf("nothing here") if !g.Options.Terse { g.addmsgf(" to pick up") } g.endmsg() } // fightCommand handles the f/F fight prefix; a true again asks dispatch // to rerun with the direction key (command.c). func (g *RogueGame) fightCommand(ch byte) (byte, bool) { p := &g.Player if ch == 'F' { g.Kamikaze = true } if !g.promptDirection() { g.After = false return 0, false } g.Delta.Y += p.Pos.Y g.Delta.X += p.Pos.X mp := g.Level.MonsterAt(g.Delta.Y, g.Delta.X) if mp == nil || (!g.seeMonst(mp) && !p.On(SenseMonsters)) { if !g.Options.Terse { g.addmsgf("I see ") } g.msg("no monster there") g.After = false } else if g.diagOk(p.Pos, g.Delta) { g.ToDeath = true g.MaxHit = 0 mp.Flags.Set(Targeted) g.RunCh = g.DirCh return g.DirCh, true // the C goto over: fight by running at it } return 0, false } // identifyTrapCommand handles '^': name the trap in a direction // (command.c). func (g *RogueGame) identifyTrapCommand() { p := &g.Player g.After = false if !g.promptDirection() { return } g.Delta.Y += p.Pos.Y g.Delta.X += p.Pos.X fp := g.Level.FlagsAt(g.Delta.Y, g.Delta.X) if !g.Options.Terse { g.addmsgf("You have found ") } switch { case g.Level.Char(g.Delta.Y, g.Delta.X) != Trap: g.msg("no trap there") case p.On(Hallucinating): g.msg("%s", g.data.trName[g.rnd(NumTrapTypes)]) default: g.msg("%s", g.data.trName[*fp&FTrapMask]) fp.Set(FSeen) } } // wizardToggleCommand handles '+': leave wizard mode (command.c // command). C's arm lives in the main command switch under // #ifdef MASTER, not in the wizard sub-switch, so it is reachable // whether or not wizard is set. // // The entry half is deliberately not ported. C ran wizard = passwd(), // which compared a DES-crypted answer against a compiled-in password; // this port drops that machinery and makes wizard mode configuration // instead (ROGUE_WIZARD, ARCHITECTURE.md §9). A password check that is // gone is a password check that can never succeed, so the else arm // reduces to exactly what C did when the answer was wrong: wizard stays // off and the game says "sorry". No prompt is shown, since nothing typed // into it could change the outcome, and the noscore/turn_see(FALSE) // bookkeeping of C's success branch is unreachable and so is absent. func (g *RogueGame) wizardToggleCommand() { g.After = false if !g.Wizard { g.msg("sorry") return } g.Wizard = false // Re-hide the monsters wizard sight was showing: without this there // is no way back to normal visibility. g.turnSee(true) g.msg("not wizard any more") } // wizardCommand handles the MASTER debug commands (command.c). func (g *RogueGame) wizardCommand(ch byte) { p := &g.Player switch ch { case '|': g.msg("@ %d,%d", p.Pos.Y, p.Pos.X) case 'C': g.createObj() case '$': g.msg("inpack = %d", p.Inpack) case CTRL('G'): g.inventory(g.Level.Objects, 0) case CTRL('W'): g.whatis(false, 0) case CTRL('D'): g.Depth++ g.NewLevel() case CTRL('A'): g.Depth-- g.NewLevel() case CTRL('F'): g.showMap() default: g.wizardDebugCommand(ch) } } // wizardDebugCommand handles the rest of the MASTER debug commands // (command.c). func (g *RogueGame) wizardDebugCommand(ch byte) { p := &g.Player switch ch { case CTRL('T'): g.teleport() case CTRL('E'): g.msg("food left: %d", p.FoodLeft) case CTRL('C'): g.addPass() case CTRL('X'): g.turnSee(p.On(SenseMonsters)) case CTRL('~'): if item, ok := g.promptPackItem("charge", KindWand); ok { item.Charges = 10000 } case CTRL('I'): g.wizardKit() case '*': g.prList() default: g.illcom(ch) } } // wizardKit levels the wizard up and equips him (the ^I case of the // command.c wizard switch). func (g *RogueGame) wizardKit() { p := &g.Player for range 9 { g.raiseLevel() } // Give him a sword (+1,+1) obj := newObject() g.initWeapon(obj, WeaponTwoHandedSword) obj.HPlus = 1 obj.DPlus = 1 g.addPack(obj, true) p.CurWeapon = obj // And his suit of armor obj = newObject() obj.Kind = KindArmor obj.Which = int(ArmorPlateMail) obj.ArmorClass = -5 obj.Flags.Set(Known) obj.Count = 1 p.CurArmor = obj g.addPack(obj, true) } // illcom reports an illegal command (command.c illcom). func (g *RogueGame) illcom(ch byte) { g.Msgs.SaveMsg = false g.Count = 0 g.msg("illegal command '%s'", unctrl(ch)) g.Msgs.SaveMsg = true } // search gropes about to find hidden things (command.c search). func (g *RogueGame) search() { p := &g.Player ey := p.Pos.Y + 1 ex := p.Pos.X + 1 probinc := 0 if p.On(Hallucinating) { probinc = 3 } if p.On(Blind) { probinc += 2 } found := false for y := p.Pos.Y - 1; y <= ey; y++ { for x := p.Pos.X - 1; x <= ex; x++ { if y == p.Pos.Y && x == p.Pos.X { continue } if g.searchSpot(y, x, probinc) { found = true } } } if found { g.look(false) } } // searchSpot tries to reveal one hidden thing next to the hero: a // secret door, a hidden trap, or a secret passage (the loop body of // command.c search). It reports whether something was found. func (g *RogueGame) searchSpot(y, x, probinc int) bool { fp := g.Level.FlagsAt(y, x) if fp.Has(FReal) { return false } foundone := false switch g.Level.Char(y, x) { case '|', '-': if g.rnd(5+probinc) != 0 { break } g.Level.SetChar(y, x, Door) g.msg("a secret door") foundone = true case Floor: foundone = g.searchFloor(fp, y, x, probinc) case ' ': if g.rnd(3+probinc) != 0 { break } g.Level.SetChar(y, x, Passage) foundone = true } if foundone { fp.Set(FReal) g.Count = 0 g.Running = false } return foundone } // searchFloor reveals a hidden trap underfoot and names it (the FLOOR // arm of command.c search). func (g *RogueGame) searchFloor(fp *PlaceFlags, y, x, probinc int) bool { if g.rnd(2+probinc) != 0 { return false } g.Level.SetChar(y, x, Trap) if !g.Options.Terse { g.addmsgf("you found ") } if g.Player.On(Hallucinating) { g.msg("%s", g.data.trName[g.rnd(NumTrapTypes)]) } else { g.msg("%s", g.data.trName[*fp&FTrapMask]) fp.Set(FSeen) } return true } // help gives single character help, or the whole mess if he wants it // (command.c help). func (g *RogueGame) help() { g.msg("character you want help for (* for all): ") helpch := g.readchar() g.Msgs.Mpos = 0 // If it's not a *, print the right help string or an error if he // typed a funny character. if helpch != '*' { g.helpOne(helpch) return } g.helpAll() } // helpOne prints the help line for a single key, or an error for a // funny character (command.c help). func (g *RogueGame) helpOne(helpch byte) { g.move(0, 0) for _, strp := range g.data.helpStr { if strp.Ch == helpch { g.Msgs.LowerMsg = true g.msg("%s%s", unctrl(strp.Ch), strp.Desc) g.Msgs.LowerMsg = false return } } g.msg("unknown character '%s'", unctrl(helpch)) } // helpAll prints help for everything in two columns, then waits before // returning to command mode (command.c help). func (g *RogueGame) helpAll() { numprint := g.helpLines() hw := g.scr.Hw hw.Clear() cnt := 0 for _, strp := range g.data.helpStr { if !strp.Print { continue } x := 0 if cnt >= numprint { x = NumCols / 2 } hw.Move(cnt%numprint, x) if strp.Ch != 0 { hw.AddStr(unctrl(strp.Ch)) } hw.AddStr(strp.Desc) if cnt++; cnt >= numprint*2 { break } } hw.MvAddStr(NumLines-1, 0, "--Press space to continue--") g.scr.RefreshWin(hw) g.waitFor(' ') g.msg("") g.refresh() } // helpLines counts how many rows the two-column help listing needs // (command.c help). func (g *RogueGame) helpLines() int { numprint := 0 for _, strp := range g.data.helpStr { if strp.Print { numprint++ } } if numprint&1 == 1 { // round odd numbers up numprint++ } numprint /= 2 if numprint > NumLines-1 { numprint = NumLines - 1 } return numprint } // identify tells the player what a certain thing is (command.c identify). func (g *RogueGame) identify() { g.msg("what do you want identified? ") ch := g.readchar() g.Msgs.Mpos = 0 if ch == Escape { g.msg("") return } var str string if isUpper(ch) { str = g.Monsters[ch-'A'].Name } else { str = "unknown character" for _, hp := range g.data.identList { if hp.Ch == ch { str = hp.Desc break } } } g.msg("'%s': %s", unctrl(ch), str) } // dLevel: he wants to go down a level (command.c d_level). func (g *RogueGame) dLevel() { if g.levitCheck() { return } if g.Level.Char(g.Player.Pos.Y, g.Player.Pos.X) != Stairs { g.msg("I see no way down") } else { g.Depth++ g.SeenStairs = false g.NewLevel() } } // uLevel: he wants to go up a level (command.c u_level). func (g *RogueGame) uLevel() { if g.levitCheck() { return } if g.Level.Char(g.Player.Pos.Y, g.Player.Pos.X) != Stairs { g.msg("I see no way up") return } if !g.HasAmulet { g.msg("your way is magically blocked") return } g.Depth-- if g.Depth == 0 { g.totalWinner() } g.NewLevel() g.msg("you feel a wrenching sensation in your gut") } // levitCheck checks whether she's levitating, and if she is, prints an // appropriate message (command.c levit_check). func (g *RogueGame) levitCheck() bool { if !g.Player.On(Levitating) { return false } g.msg("You can't. You're floating off the ground!") return true } // call allows a user to call a potion, scroll, or ring something // (command.c call). func (g *RogueGame) call() { obj, ok := g.promptPackItem("call", KindCallable) // Make certain that it is something that we want to name if !ok { return } op, elsewise, guess, ok := g.callTarget(obj) if !ok { return } elsewise, guess, ok = g.callPrelude(op, elsewise, guess) if !ok { return } g.msg("%s", g.chooseTerse("call it: ", "what do you want to call it? ")) buf := elsewise if g.getStr(&buf, g.scr.Std) == Norm { *guess = buf } } // callTarget picks what a call names: the lore record for identifiable // kinds, the object's own label otherwise; ok is false for food (the // switch of command.c call). func (g *RogueGame) callTarget(obj *Object) (*ObjInfo, string, *string, bool) { it := &g.Items //nolint:exhaustive // C-faithful: only the cases C handled (approved 2026-07-07) switch obj.Kind { case KindRing: return &it.Rings[obj.Which], it.RingStones[obj.Which], nil, true case KindPotion: return &it.Potions[obj.Which], it.PotColors[obj.Which], nil, true case KindScroll: return &it.Scrolls[obj.Which], it.ScrNames[obj.Which], nil, true case KindWand: return &it.Sticks[obj.Which], it.WandMade[obj.Which], nil, true case KindFood: g.msg("you can't call that anything") return nil, "", nil, false default: return nil, obj.Label, &obj.Label, true } } // callPrelude resolves the item's current name, reporting a previous // guess; ok is false when the item is already identified (command.c // call). func (g *RogueGame) callPrelude( op *ObjInfo, elsewise string, guess *string, ) (string, *string, bool) { fromGuess := false if op != nil { if op.Know { g.msg("that has already been identified") return "", nil, false } guess = &op.Guess if *guess != "" { elsewise = *guess fromGuess = true } } else { fromGuess = elsewise != "" && elsewise == *guess } if fromGuess { if !g.Options.Terse { g.addmsgf("Was ") } g.msg("called \"%s\"", elsewise) } return elsewise, guess, true } // current prints the current weapon/armor (command.c current). func (g *RogueGame) current(cur *Object, how, where string) { g.After = false if cur == nil { if !g.Options.Terse { g.addmsgf("you are ") } g.addmsgf("%s nothing", how) if where != "" { g.addmsgf(" %s", where) } g.endmsg() return } if !g.Options.Terse { g.addmsgf("you are %s (", how) } g.InvDescribe = false g.addmsgf("%c) %s", cur.PackCh, g.inventoryName(cur, true)) g.InvDescribe = true if where != "" { g.addmsgf(" %s", where) } g.endmsg() } // shell lets them escape for a while (main.c shell). The terminal decides // how to actually suspend; headless terminals just decline. func (g *RogueGame) shell() { g.After = false if se, ok := g.scr.term.(interface{ ShellEscape() }); ok { g.InShell = true g.runShellEscape(se) g.InShell = false g.refresh() } else { g.msg("shell escape is not available") } } // runShellEscape runs the shell and returns when it exits, answering // signal-triggered autosave requests in the meantime (issue #24). // // The shell blocks for as long as the player is away — minutes, or until // they forget — and a line dropping while they are in it is exactly the // case SIGHUP autosave exists for, so this goroutine cannot simply sit // inside the call. The shell runs on a helper goroutine and the game // goroutine waits here, still the only one that ever encodes game state. // It draws nothing while it waits, so the suspend/resume dance is as // undisturbed as it was when it ran inline (ARCHITECTURE.md section 9). // // A panic out of ShellEscape must not be allowed to unwind on the helper // goroutine. term.Tcell.ShellEscape panics when Screen.Resume fails, and // a panic reaching the top of any goroutine kills the process without // running any *other* goroutine's deferred calls — which is where // cmd/rogue/main.go's `defer t.Fini()` lives. Running the shell off the // game goroutine would therefore have left the tty raw on exactly the // path where the terminal is already broken, reintroducing issue #12 on a // path this change created. So the helper recovers, and the value is // re-raised below on the game goroutine, whose stack does have Fini in // it. The recover deferral is registered after `defer close(done)` and so // runs before it, which is what publishes panicVal to the reader. func (g *RogueGame) runShellEscape(se interface{ ShellEscape() }) { done := make(chan struct{}) var panicVal any go func() { defer close(done) defer func() { panicVal = recover() }() se.ShellEscape() }() for { select { case <-done: if panicVal != nil { // Re-raised here so the unwind passes through the game // goroutine's deferred Fini. shell()'s InShell reset and // refresh are skipped deliberately: there is no screen // left to draw into. panic(panicVal) } return case req := <-g.sigSave: g.runAutoSaveRequest(req) } } }