gochecknoglobals: all 37 package-level tables consolidated into the gameData struct (game/tables.go), built by newGameData() and carried on RogueGame as g.data (set in NewGame and Restore). ObjectKind Glyph()/objectKindForGlyph are now switches; the table-reading subtype Stringer methods are gone; isMagic is a RogueGame method. goconst: repeated words named (potionName/scrollName/ringName/goldName in object.go, wandName/staffName in sticks.go, ripWall in tables.go). exhaustive, testpackage: disabled in .golangci.yml with sneak's approval (2026-07-07). Also reverts misspell's silent corruption of the "ther" scroll-name syllable (it had become "there", changing generated scroll names vs C). Remaining red: cyclop/gocognit/nestif until refactor step 7; mnd awaits a ruling. TODO.md rotated; MEMORY.md lint notes updated.
435 lines
8.3 KiB
Go
435 lines
8.3 KiB
Go
package game
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import "strings"
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// options.c — the option command and ROGUEOPTS parsing.
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// optKind selects the get/put behavior of an option (the C function
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// pointers o_putfunc/o_getfunc).
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type optKind int
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const (
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optBool optKind = iota
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optSeeFloor
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optInvT
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optStr
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)
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// optDesc describes an option (options.c OPTION).
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type optDesc struct {
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name string
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prompt string
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kind optKind
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boolP *bool
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intP *int
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strP *string
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}
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// optList builds the options.c optlist for this game.
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func (g *RogueGame) optList() []optDesc {
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o := &g.Options
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return []optDesc{
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{"terse", "Terse output", optBool, &o.Terse, nil, nil},
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{"flush", "Flush typeahead during battle", optBool, &o.FightFlush, nil, nil},
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{"jump", "Show position only at end of run", optBool, &o.Jump, nil, nil},
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{"seefloor", "Show the lamp-illuminated floor", optSeeFloor, &o.SeeFloor, nil, nil},
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{"passgo", "Follow turnings in passageways", optBool, &o.PassGo, nil, nil},
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{"tombstone", "Print out tombstone when killed", optBool, &o.Tombstone, nil, nil},
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{"inven", "Inventory style", optInvT, nil, &o.InvType, nil},
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{"name", "Name", optStr, nil, nil, &g.Whoami},
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{"fruit", "Fruit", optStr, nil, nil, &g.Fruit},
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{"file", "Save file", optStr, nil, nil, &g.FileName},
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}
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}
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// option prints and then sets options from the terminal (options.c option).
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func (g *RogueGame) option() {
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hw := g.scr.Hw
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optlist := g.optList()
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hw.Clear()
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// Display current values of options
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for i := range optlist {
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op := &optlist[i]
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g.prOptname(op)
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g.putOpt(op)
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hw.AddCh('\n')
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}
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// Set values
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hw.Move(0, 0)
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for i := 0; i < len(optlist); i++ {
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op := &optlist[i]
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g.prOptname(op)
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retval := g.getOpt(op)
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if retval != Norm {
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if retval == Quit {
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break
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}
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// MINUS: back up one option
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if i > 0 {
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hw.Move(i-1, 0)
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i -= 2
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} else { // trying to back up beyond the top
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hw.Move(0, 0)
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i--
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}
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}
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}
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// Switch back to original screen
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hw.MvAddStr(NumLines-1, 0, "--Press space to continue--")
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g.scr.RefreshWin(hw)
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g.waitFor(' ')
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g.refresh()
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g.After = false
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}
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// prOptname prints out the option name prompt (options.c pr_optname).
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func (g *RogueGame) prOptname(op *optDesc) {
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g.scr.Hw.Printwf("%s (\"%s\"): ", op.prompt, op.name)
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}
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// putOpt prints an option's current value (options.c put_bool/put_str/
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// put_inv_t).
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func (g *RogueGame) putOpt(op *optDesc) {
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hw := g.scr.Hw
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switch op.kind {
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case optBool, optSeeFloor:
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hw.AddStr(boolStr(*op.boolP))
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case optInvT:
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hw.AddStr(g.data.invTName[*op.intP])
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case optStr:
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hw.AddStr(*op.strP)
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}
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}
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func boolStr(b bool) string {
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if b {
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return "True"
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}
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return "False"
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}
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// getOpt reads a new value for an option (options.c get_bool/get_sf/
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// get_inv_t/get_str dispatch).
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func (g *RogueGame) getOpt(op *optDesc) int {
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switch op.kind {
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case optBool:
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return g.getBool(op.boolP)
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case optSeeFloor:
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return g.getSf(op.boolP)
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case optInvT:
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return g.getInvT(op.intP)
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default:
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return g.getStr(op.strP, g.scr.Hw)
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}
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}
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// getBool allows changing a boolean option and prints it out (options.c
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// get_bool).
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func (g *RogueGame) getBool(bp *bool) int {
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win := g.scr.Hw
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oy, ox := win.GetYX()
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win.AddStr(boolStr(*bp))
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for {
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win.Move(oy, ox)
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g.scr.RefreshWin(win)
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switch g.readchar() {
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case 't', 'T':
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*bp = true
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case 'f', 'F':
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*bp = false
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case '\n', '\r':
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case Escape:
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return Quit
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case '-':
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return Minus
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default:
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win.Move(oy, ox+10)
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win.AddStr("(T or F)")
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continue
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}
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break
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}
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win.Move(oy, ox)
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win.AddStr(boolStr(*bp))
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win.AddCh('\n')
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return Norm
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}
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// getSf changes see_floor and handles the display transition (options.c
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// get_sf).
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func (g *RogueGame) getSf(bp *bool) int {
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wasSf := g.Options.SeeFloor
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retval := g.getBool(bp)
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if retval == Quit {
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return Quit
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}
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if wasSf != g.Options.SeeFloor {
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if !g.Options.SeeFloor {
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g.Options.SeeFloor = true
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g.eraseLamp(g.Player.Pos, g.Player.Room)
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g.Options.SeeFloor = false
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} else {
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g.look(false)
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}
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}
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return Norm
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}
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// getStr sets a string option (options.c get_str). win selects between the
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// options window and the message line (C's stdscr), which changes the '-'
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// and mpos behavior.
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func (g *RogueGame) getStr(opt *string, win *Window) int {
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onStd := win == g.scr.Std
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oy, ox := win.GetYX()
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g.scr.RefreshWin(win)
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// loop reading in the string, and put it in a temporary buffer
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var (
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buf []byte
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c byte
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)
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for {
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c = g.readchar()
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if c == '\n' || c == '\r' || c == Escape {
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break
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}
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if c == 8 || c == 0x7f { // erase character
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if len(buf) > 0 {
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buf = buf[:len(buf)-1]
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win.Move(oy, ox+len(displayStr(buf)))
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}
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win.Clrtoeol()
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g.scr.RefreshWin(win)
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continue
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}
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if c == CTRL('U') { // kill character
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buf = buf[:0]
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win.Move(oy, ox)
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win.Clrtoeol()
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g.scr.RefreshWin(win)
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continue
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}
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if len(buf) == 0 {
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if c == '-' && !onStd {
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break
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}
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if c == '~' {
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buf = append(buf, g.Home...)
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win.AddStr(g.Home)
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win.Clrtoeol()
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g.scr.RefreshWin(win)
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continue
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}
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}
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if len(buf) >= MaxInp || (!isPrint(c) && c != ' ') {
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continue // C beeps here
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}
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buf = append(buf, c)
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win.AddStr(unctrl(c))
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win.Clrtoeol()
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g.scr.RefreshWin(win)
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}
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if len(buf) > 0 { // only change option if something has been typed
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*opt = strucpy(string(buf))
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}
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win.MvPrintwf(oy, ox, "%s\n", *opt)
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g.scr.RefreshWin(win)
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if onStd {
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g.Msgs.Mpos += len(buf)
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}
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switch c {
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case '-':
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return Minus
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case Escape:
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return Quit
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default:
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return Norm
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}
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}
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// displayStr renders a buffer the way the input echo did.
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func displayStr(buf []byte) string {
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var sb strings.Builder
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for _, c := range buf {
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sb.WriteString(unctrl(c))
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}
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return sb.String()
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}
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// getInvT gets an inventory type name (options.c get_inv_t).
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func (g *RogueGame) getInvT(ip *int) int {
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win := g.scr.Hw
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oy, ox := win.GetYX()
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win.AddStr(g.data.invTName[*ip])
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for {
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win.Move(oy, ox)
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g.scr.RefreshWin(win)
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switch g.readchar() {
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case 'o', 'O':
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*ip = InvOver
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case 's', 'S':
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*ip = InvSlow
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case 'c', 'C':
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*ip = InvClear
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case '\n', '\r':
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case Escape:
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return Quit
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case '-':
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return Minus
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default:
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win.Move(oy, ox+15)
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win.AddStr("(O, S, or C)")
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continue
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}
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break
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}
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win.MvPrintwf(oy, ox, "%s\n", g.data.invTName[*ip])
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return Norm
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}
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// ParseOpts parses options from a string, usually taken from the
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// environment: comma separated values, booleans stated as "name" (true) or
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// "noname" (false), strings as "name=..." (options.c parse_opts).
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func (g *RogueGame) ParseOpts(str string) {
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optlist := g.optList()
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for str != "" {
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// Get option name
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i := 0
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for i < len(str) && isAlpha(str[i]) {
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i++
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}
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name := str[:i]
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rest := str[i:]
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matched := false
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for oi := range optlist {
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op := &optlist[oi]
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isBoolOpt := op.kind == optBool || op.kind == optSeeFloor
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if strings.HasPrefix(op.name, name) && name != "" {
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matched = true
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if isBoolOpt {
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*op.boolP = true
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} else {
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// Skip to start of string value
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for rest != "" && rest[0] == '=' {
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rest = rest[1:]
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}
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val := rest
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var prefix string
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if val != "" && val[0] == '~' {
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prefix = g.Home
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val = val[1:]
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for val != "" && val[0] == '/' {
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val = val[1:]
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}
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}
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// Skip to end of string value
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end := strings.IndexByte(val, ',')
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if end < 0 {
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end = len(val)
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}
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word := val[:end]
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rest = val[end:]
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if op.kind == optInvT {
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// check for type of inventory
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w := word
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if w != "" {
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w = string(toUpper(w[0])) + w[1:]
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}
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for ti, tn := range g.data.invTName {
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if strings.HasPrefix(tn, w) {
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*op.intP = ti
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break
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}
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}
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} else {
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*op.strP = prefix + strucpy(word)
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}
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}
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break
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} else if isBoolOpt && strings.HasPrefix(name, "no") &&
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strings.HasPrefix(op.name, name[2:]) {
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matched = true
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*op.boolP = false
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break
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}
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}
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_ = matched
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// skip to start of next option name
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for rest != "" && !isAlpha(rest[0]) {
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rest = rest[1:]
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}
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str = rest
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}
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}
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// strucpy copies a string keeping only printable characters, capped at
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// MAXINP (options.c strucpy).
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func strucpy(s string) string {
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if len(s) > MaxInp {
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s = s[:MaxInp]
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}
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var sb strings.Builder
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for i := range len(s) {
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if isPrint(s[i]) || s[i] == ' ' {
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sb.WriteByte(s[i])
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}
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}
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return sb.String()
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}
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