.golangci.yml is the prompts-repo standard verbatim plus one approved
exception (paralleltest, sneak 2026-07-06). Roughly 1,500 findings
fixed:
- autofix sweep (wsl_v5/nlreturn/intrange/modernize formatting), with
the misspell autofix REVERTED where it rewrote authentic C game text
("missle vanishes" stays, with nolint and a comment)
- error handling: errcheck sites get real handling — saveFile now
closes explicitly and removes corrupt saves, scoreboard writes are
documented best-effort, err113 sentinel errors (ErrSaveOutOfDate,
ErrScreenTooSmall); panics allowed for unrecoverable states per
MEMORY.md policy
- gosec: real fixes (ParseInt for SEED, 0600 scorefile) and justified
per-line nolints for provably-bounded conversions (randomMonsterLetter
helper collapses eight rnd(26)+'A' sites)
- API tidying from linters: pointer receivers on flag types
(recvcheck), msg helpers renamed addmsgf/doaddf/Printwf/MvPrintwf
(goprintffuncname), myExit()/findFloor(monst)/mkGameInput(t) drop
always-constant params (unparam), gameEnd carries no status
- gocritic/staticcheck: if-else chains to switches, the pack.c
inventory filter untangled into matchesFilter, main.go split so
defers run before exit (exitAfterDefer, funlen)
- revive doc comments on all exported flag types/consts/methods
Remaining findings are confined to linters pending sneak's exception
decision (mnd, gochecknoglobals, cyclop, nestif, gocognit, exhaustive,
goconst, testpackage); TODO.md records the state. MEMORY.md added at
repo root as the project's agent working notes.
240 lines
6.3 KiB
Go
240 lines
6.3 KiB
Go
package game
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import "fmt"
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// The screen layer replaces curses. Game code draws into Window cell
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// buffers (stdscr and the hw scratch window); a Terminal implementation
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// blits them to a real device. Tests run with a scripted Terminal (or none
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// at all), which is also how the "screen is a data structure" idiom —
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// C code reading back what it drew with inch() — stays intact headlessly.
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// Terminal is the physical device: a tcell screen in the real game, a
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// script in tests.
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type Terminal interface {
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// Render blits the window to the device.
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Render(w *Window)
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// ReadChar blocks for the next key, translated to Rogue's input bytes
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// (arrows become hjkl, control keys their C0 codes).
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ReadChar() byte
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}
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// cell is one screen position.
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type cell struct {
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ch byte
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standout bool
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}
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// Window is an in-memory curses window: a cell grid with a cursor and a
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// standout attribute.
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type Window struct {
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rows, cols int
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cells []cell
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cy, cx int
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standout bool
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}
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// NewWindow returns a cleared window.
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func NewWindow(rows, cols int) *Window {
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w := &Window{rows: rows, cols: cols, cells: make([]cell, rows*cols)}
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w.Clear()
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return w
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}
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// Move positions the cursor (curses move/wmove).
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func (w *Window) Move(y, x int) { w.cy, w.cx = y, x }
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// GetYX reports the cursor position (curses getyx).
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func (w *Window) GetYX() (int, int) { return w.cy, w.cx }
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// AddCh writes a character at the cursor and advances it (curses addch).
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func (w *Window) AddCh(ch byte) {
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if ch == '\n' {
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w.cy, w.cx = w.cy+1, 0
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return
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}
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if w.cy < 0 || w.cy >= w.rows || w.cx < 0 || w.cx >= w.cols {
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return
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}
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*w.at(w.cy, w.cx) = cell{ch: ch, standout: w.standout}
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if w.cx++; w.cx >= w.cols {
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w.cx = 0
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if w.cy < w.rows-1 {
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w.cy++
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}
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}
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}
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// AddStr writes a string at the cursor (curses addstr).
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func (w *Window) AddStr(s string) {
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for i := range len(s) {
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w.AddCh(s[i])
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}
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}
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// MvAddCh moves then writes (curses mvaddch).
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func (w *Window) MvAddCh(y, x int, ch byte) {
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w.Move(y, x)
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w.AddCh(ch)
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}
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// MvAddStr moves then writes (curses mvaddstr).
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func (w *Window) MvAddStr(y, x int, s string) {
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w.Move(y, x)
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w.AddStr(s)
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}
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// Printwf writes formatted text at the cursor (curses printw).
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func (w *Window) Printwf(format string, a ...any) {
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w.AddStr(fmt.Sprintf(format, a...))
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}
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// MvPrintwf moves then writes formatted text (curses mvprintw).
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func (w *Window) MvPrintwf(y, x int, format string, a ...any) {
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w.Move(y, x)
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w.Printwf(format, a...)
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}
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// Inch returns the character under the cursor (curses inch, sans
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// attributes — the C code always strips them with CCHAR).
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func (w *Window) Inch() byte {
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if w.cy < 0 || w.cy >= w.rows || w.cx < 0 || w.cx >= w.cols {
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return ' '
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}
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return w.at(w.cy, w.cx).ch
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}
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// MvInch moves then reads (curses mvinch).
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func (w *Window) MvInch(y, x int) byte {
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w.Move(y, x)
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return w.Inch()
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}
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// Standout sets or clears the standout attribute for subsequent writes
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// (curses standout/standend).
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func (w *Window) Standout(on bool) { w.standout = on }
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// Clear blanks the window and homes the cursor (curses clear/wclear).
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func (w *Window) Clear() {
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for i := range w.cells {
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w.cells[i] = cell{ch: ' '}
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}
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w.cy, w.cx = 0, 0
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}
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// Clrtoeol blanks from the cursor to the end of the line (curses clrtoeol).
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func (w *Window) Clrtoeol() {
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if w.cy < 0 || w.cy >= w.rows {
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return
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}
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for x := w.cx; x < w.cols; x++ {
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*w.at(w.cy, x) = cell{ch: ' '}
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}
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}
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// CopyFrom copies another window's contents (curses overwrite).
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func (w *Window) CopyFrom(src *Window) {
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copy(w.cells, src.cells)
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}
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// Size reports the window dimensions as rows, columns.
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func (w *Window) Size() (int, int) { return w.rows, w.cols }
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// CellAt reports the character and standout attribute at a position; used
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// by Terminal implementations to render the window.
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func (w *Window) CellAt(y, x int) (byte, bool) {
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c := w.at(y, x)
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return c.ch, c.standout
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}
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// Contents dumps the window characters row-major (the save file keeps the
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// visible map, as the C game saved the curses screen).
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func (w *Window) Contents() []byte {
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out := make([]byte, len(w.cells))
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for i, c := range w.cells {
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out[i] = c.ch
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}
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return out
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}
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// SetContents restores a Contents dump.
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func (w *Window) SetContents(data []byte) {
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for i := range w.cells {
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if i < len(data) {
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w.cells[i] = cell{ch: data[i]}
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}
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}
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}
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// Line returns row y as a trimmed string; used by tests and the death/
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// victory screens.
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func (w *Window) Line(y int) string {
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buf := make([]byte, w.cols)
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for x := range w.cols {
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buf[x] = w.at(y, x).ch
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}
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return string(buf)
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}
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// at addresses the cell at (y, x) in the backing array.
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func (w *Window) at(y, x int) *cell { return &w.cells[y*w.cols+x] }
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// Screen bundles the two windows the game draws on with the device that
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// shows them.
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type Screen struct {
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term Terminal
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Std *Window // stdscr: the dungeon view
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Hw *Window // hw: the scratch window for overlays
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}
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// NewScreen builds the standard 24x80 game screen.
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func NewScreen(term Terminal) *Screen {
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return &Screen{
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term: term,
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Std: NewWindow(NumLines, NumCols),
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Hw: NewWindow(NumLines, NumCols),
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}
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}
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// Refresh pushes stdscr to the device (curses refresh).
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func (s *Screen) Refresh() {
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if s.term != nil {
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s.term.Render(s.Std)
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}
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}
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// RefreshWin pushes an arbitrary window to the device (curses wrefresh).
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func (s *Screen) RefreshWin(w *Window) {
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if s.term != nil {
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s.term.Render(w)
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}
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}
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// Thin RogueGame wrappers so ported bodies keep their curses shape.
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func (g *RogueGame) move(y, x int) { g.scr.Std.Move(y, x) }
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func (g *RogueGame) addch(ch byte) { g.scr.Std.AddCh(ch) }
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func (g *RogueGame) addstr(s string) { g.scr.Std.AddStr(s) }
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func (g *RogueGame) mvaddch(y, x int, c byte) { g.scr.Std.MvAddCh(y, x, c) }
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func (g *RogueGame) mvaddstr(y, x int, s string) {
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g.scr.Std.MvAddStr(y, x, s)
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}
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func (g *RogueGame) printw(f string, a ...any) { g.scr.Std.Printwf(f, a...) }
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func (g *RogueGame) inch() byte { return g.scr.Std.Inch() }
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func (g *RogueGame) mvinch(y, x int) byte { return g.scr.Std.MvInch(y, x) }
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func (g *RogueGame) standout() { g.scr.Std.Standout(true) }
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func (g *RogueGame) standend() { g.scr.Std.Standout(false) }
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func (g *RogueGame) clear() { g.scr.Std.Clear() }
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func (g *RogueGame) clrtoeol() { g.scr.Std.Clrtoeol() }
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func (g *RogueGame) refresh() { g.scr.Refresh() }
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