C's command.c 317-338 has a `when '+'` arm in the main command switch, under #ifdef MASTER, that toggles wizard mode. The port had no '+' at all, so the key fell through dispatchKey's default to illcom and answered "illegal command '+'". The password half of that arm was dropped deliberately (wizard mode is ROGUE_WIZARD configuration) and is recorded in ARCHITECTURE.md section 9. The leave half was lost silently, and it is a different decision: it does not touch the password machinery. The substantive part of it is turn_see(TRUE) rather than the flag -- wizard sight draws every monster the hero cannot see, so without the re-hide there is no way back to normal visibility, and clearing the flag alone would leave the screen lying. New wizardToggleCommand, registered in commandHandlers between '^' and Escape, which is C's own switch order. Because C's arm sits in the main switch rather than the `if (wizard) switch (ch)` sub-switch that wizardCommand ports, it is reachable whether or not wizard is set, so the non-wizard case was a divergence too. It resolves the way the dropped passwd() forces: a password check that no longer exists can never succeed, so the else arm is what C did on a wrong answer -- the message "sorry", with no prompt, since nothing typed into one could change the outcome, and none of the noscore/turn_see(FALSE) bookkeeping of C's unreachable success branch. The choice is stated in the doc comment and in section 9. Two tests drive '+' through g.dispatch. The wizard one spawns a phantom (ISINVIS straight from the monster table, so seeMonst is false and it is on screen only because wizard sight put it there), asserts the precondition, then asserts the flag cleared, SenseMonsters cleared, the cell restored to the map char under the monster with standout off, the exact message text, and After false. Deleting the turnSee(true) call fails it on all three visibility assertions. The other pins "sorry". No RNG call is added: the turn_off arm of turn_see never reaches rnd. TestSeedCompatItemTables is green against the untouched golden.
993 lines
21 KiB
Go
993 lines
21 KiB
Go
//nolint:mnd // C-faithful literals; names hurt C-greppability (approved 2026-07-07)
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package game
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// command.c — read and execute the user commands.
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// command processes one player command, with its BEFORE/AFTER daemon
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// bracketing (command.c command).
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func (g *RogueGame) command() {
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p := &g.Player
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// Between turns is the one point in the loop where the game state is
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// whole, so it is where a signal-triggered autosave is answered when
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// the game goroutine is busy rather than waiting for a key (issue
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// #24). The other service points are readchar (io.c) and
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// runShellEscape, covering the two ways this goroutine can be parked.
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g.serviceAutoSaveRequest()
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ntimes := 1 // number of player moves
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if p.On(Hasted) {
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ntimes++
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}
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// Let the daemons start up
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g.DoDaemons(Before)
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g.DoFuses(Before)
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for ; ntimes > 0; ntimes-- {
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g.playTurn()
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if !g.After {
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ntimes++
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}
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}
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g.DoDaemons(After)
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g.DoFuses(After)
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g.ringTurnEffects(Left)
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g.ringTurnEffects(Right)
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}
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// ringTurnEffects fires the per-turn ring powers on one hand: searching
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// searches, teleportation teleports on 1 turn in 50 (the tail of
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// command.c command).
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func (g *RogueGame) ringTurnEffects(hand int) {
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p := &g.Player
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if p.IsRing(hand, RingSearching) {
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g.search()
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} else if p.IsRing(hand, RingTeleportation) && g.rnd(50) == 0 {
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g.teleport()
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}
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}
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// playTurn runs one full player turn: upkeep, one command, and pickup
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// (the body of the command.c command loop).
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func (g *RogueGame) playTurn() {
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p := &g.Player
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g.turnUpkeep()
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var ch byte
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if g.NoCommand == 0 {
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ch = g.readCommand()
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} else {
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ch = '.'
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}
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if g.NoCommand != 0 {
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if g.NoCommand--; g.NoCommand == 0 {
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p.Flags.Set(Awake)
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g.msg("you can move again")
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}
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} else {
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g.executeCommand(ch)
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}
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// If he ran into something to take, let him pick it up.
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if g.Take != 0 {
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g.pickUp(g.Take)
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}
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if !g.Running {
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g.DoorStop = false
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}
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}
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// turnUpkeep redraws and resets per-turn state before a command is read
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// (the top of the command.c command loop).
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func (g *RogueGame) turnUpkeep() {
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p := &g.Player
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g.Again = false
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if g.HasHit {
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g.endmsg()
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g.HasHit = false
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}
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// these are illegal things for the player to be, so if any are
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// set, someone's been poking in memory
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if p.On(Slowed | Greedy | Invisible | Regenerates | Targeted) {
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panic("player flags corrupted")
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}
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g.look(true)
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if !g.Running {
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g.DoorStop = false
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}
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g.status()
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g.LastScore = p.Purse
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g.move(p.Pos.Y, p.Pos.X)
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if (!g.Running && g.Count == 0) || !g.Options.Jump {
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g.refresh() // draw screen
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}
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g.Take = 0
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g.After = true
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// Read command or continue run
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if g.Wizard {
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g.NoScore = true
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}
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}
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// readCommand picks the next command character: run/count repeats or
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// fresh input (the read block of command.c command).
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func (g *RogueGame) readCommand() byte {
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switch {
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case g.Running || g.ToDeath:
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return g.RunCh
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case g.Count != 0:
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return g.countCh
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default:
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ch := g.readchar()
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g.MoveOn = false
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if g.Msgs.Mpos != 0 { // erase message if its there
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g.msg("")
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}
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return ch
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}
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}
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// executeCommand runs one read command with the repeat-count prefix and
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// the repeat-history bookkeeping (the execute block of command.c
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// command).
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func (g *RogueGame) executeCommand(ch byte) {
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// check for prefixes
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g.newCount = false
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ch = g.countPrefix(ch)
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// execute a command
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if g.Count != 0 && !g.Running {
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g.Count--
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}
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if ch != 'a' && ch != Escape &&
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!g.Running && g.Count == 0 && !g.ToDeath {
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g.LLastComm = g.LastComm
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g.LLastDir = g.LastDir
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g.LLastPick = g.LastPick
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g.LastComm = ch
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g.LastDir = 0
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g.LastPick = nil
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}
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g.dispatch(ch)
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// turn off flags if no longer needed
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if !g.Running {
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g.DoorStop = false
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}
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}
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// countPrefix consumes a numeric repeat-count prefix and returns the
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// command character that follows it (command.c).
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func (g *RogueGame) countPrefix(ch byte) byte {
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if !isDigit(ch) {
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return ch
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}
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g.Count = 0
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g.newCount = true
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for isDigit(ch) {
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g.Count = min(g.Count*10+int(ch-'0'), 255)
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ch = g.readchar()
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}
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g.countCh = ch
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// turn off count for commands which don't make sense to repeat
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switch ch {
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case CTRL('B'), CTRL('H'), CTRL('J'), CTRL('K'),
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CTRL('L'), CTRL('N'), CTRL('U'), CTRL('Y'),
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'.', 'a', 'b', 'h', 'j', 'k', 'l', 'm', 'n', 'q',
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'r', 's', 't', 'u', 'y', 'z', 'B', 'C', 'H', 'I',
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'J', 'K', 'L', 'N', 'U', 'Y',
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CTRL('D'), CTRL('A'):
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default:
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g.Count = 0
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}
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return ch
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}
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// dispatch runs one command character, re-running dispatchKey when it
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// asks (the C `goto over` re-dispatch in command.c).
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func (g *RogueGame) dispatch(ch byte) {
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for {
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newCh, again := g.dispatchKey(ch)
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if !again {
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return
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}
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ch = newCh
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}
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}
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// dispatchKey runs one command character (the big switch of command.c).
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// A true second result asks dispatch to run once more with the returned
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// key.
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func (g *RogueGame) dispatchKey(ch byte) (byte, bool) {
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if h, ok := g.data.commandHandlers[ch]; ok {
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h(g)
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return 0, false
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}
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switch ch {
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case CTRL('H'), CTRL('J'), CTRL('K'), CTRL('L'),
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CTRL('Y'), CTRL('U'), CTRL('B'), CTRL('N'):
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return g.runCommand(ch)
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case 'F', 'f':
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return g.fightCommand(ch)
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case 'a':
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return g.repeatCommand()
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case 'm':
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return g.moveOnCommand()
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default:
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g.After = false
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if g.Wizard {
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g.wizardCommand(ch)
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} else {
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g.illcom(ch)
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}
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}
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return 0, false
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}
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// runCommand handles the ctrl-direction run-until-adjacent prefix; the
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// returned key re-dispatches as the matching run command (command.c).
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func (g *RogueGame) runCommand(ch byte) (byte, bool) {
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if !g.Player.On(Blind) {
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g.DoorStop = true
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g.Firstmove = true
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}
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if g.Count != 0 && !g.newCount {
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ch = g.direction
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} else {
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ch += 'A' - CTRL('A')
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g.direction = ch
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}
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return ch, true // the C goto over: re-dispatch as the run command
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}
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// repeatCommand handles 'a': replay the last command by re-dispatching
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// it (command.c).
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func (g *RogueGame) repeatCommand() (byte, bool) {
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if g.LastComm == 0 {
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g.msg("you haven't typed a command yet")
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g.After = false
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return 0, false
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}
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g.Again = true
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return g.LastComm, true // the C goto over: replay the last command
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}
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// moveOnCommand handles 'm': move without picking up; the direction key
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// re-dispatches (command.c).
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func (g *RogueGame) moveOnCommand() (byte, bool) {
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g.MoveOn = true
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if !g.promptDirection() {
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g.After = false
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return 0, false
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}
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g.countCh = g.DirCh
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return g.DirCh, true // the C goto over: move onto it without pickup
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}
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// pickupCommand handles ',': pick up whatever is here (command.c).
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func (g *RogueGame) pickupCommand() {
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p := &g.Player
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var found *Object
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for _, obj := range g.Level.Objects {
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if obj.Pos.Y == p.Pos.Y && obj.Pos.X == p.Pos.X {
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found = obj
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break
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}
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}
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if found != nil {
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if !g.levitCheck() {
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g.pickUp(found.Kind.Glyph())
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}
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return
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}
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if !g.Options.Terse {
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g.addmsgf("there is ")
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}
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g.addmsgf("nothing here")
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if !g.Options.Terse {
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g.addmsgf(" to pick up")
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}
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g.endmsg()
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}
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// fightCommand handles the f/F fight prefix; a true again asks dispatch
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// to rerun with the direction key (command.c).
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func (g *RogueGame) fightCommand(ch byte) (byte, bool) {
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p := &g.Player
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if ch == 'F' {
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g.Kamikaze = true
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}
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if !g.promptDirection() {
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g.After = false
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return 0, false
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}
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g.Delta.Y += p.Pos.Y
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g.Delta.X += p.Pos.X
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mp := g.Level.MonsterAt(g.Delta.Y, g.Delta.X)
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if mp == nil || (!g.seeMonst(mp) && !p.On(SenseMonsters)) {
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if !g.Options.Terse {
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g.addmsgf("I see ")
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}
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g.msg("no monster there")
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g.After = false
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} else if g.diagOk(p.Pos, g.Delta) {
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g.ToDeath = true
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g.MaxHit = 0
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mp.Flags.Set(Targeted)
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g.RunCh = g.DirCh
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return g.DirCh, true // the C goto over: fight by running at it
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}
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return 0, false
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}
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// identifyTrapCommand handles '^': name the trap in a direction
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// (command.c).
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func (g *RogueGame) identifyTrapCommand() {
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p := &g.Player
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g.After = false
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if !g.promptDirection() {
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return
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}
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g.Delta.Y += p.Pos.Y
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g.Delta.X += p.Pos.X
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fp := g.Level.FlagsAt(g.Delta.Y, g.Delta.X)
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if !g.Options.Terse {
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g.addmsgf("You have found ")
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}
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switch {
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case g.Level.Char(g.Delta.Y, g.Delta.X) != Trap:
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g.msg("no trap there")
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case p.On(Hallucinating):
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g.msg("%s", g.data.trName[g.rnd(NumTrapTypes)])
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default:
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g.msg("%s", g.data.trName[*fp&FTrapMask])
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fp.Set(FSeen)
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}
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}
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// wizardToggleCommand handles '+': leave wizard mode (command.c
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// command). C's arm lives in the main command switch under
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// #ifdef MASTER, not in the wizard sub-switch, so it is reachable
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// whether or not wizard is set.
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//
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// The entry half is deliberately not ported. C ran wizard = passwd(),
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// which compared a DES-crypted answer against a compiled-in password;
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// this port drops that machinery and makes wizard mode configuration
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// instead (ROGUE_WIZARD, ARCHITECTURE.md §9). A password check that is
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// gone is a password check that can never succeed, so the else arm
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// reduces to exactly what C did when the answer was wrong: wizard stays
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// off and the game says "sorry". No prompt is shown, since nothing typed
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// into it could change the outcome, and the noscore/turn_see(FALSE)
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// bookkeeping of C's success branch is unreachable and so is absent.
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func (g *RogueGame) wizardToggleCommand() {
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g.After = false
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if !g.Wizard {
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g.msg("sorry")
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return
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}
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g.Wizard = false
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// Re-hide the monsters wizard sight was showing: without this there
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// is no way back to normal visibility.
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g.turnSee(true)
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g.msg("not wizard any more")
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}
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// wizardCommand handles the MASTER debug commands (command.c).
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func (g *RogueGame) wizardCommand(ch byte) {
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p := &g.Player
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switch ch {
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case '|':
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g.msg("@ %d,%d", p.Pos.Y, p.Pos.X)
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case 'C':
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g.createObj()
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case '$':
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g.msg("inpack = %d", p.Inpack)
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case CTRL('G'):
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g.inventory(g.Level.Objects, 0)
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case CTRL('W'):
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g.whatis(false, 0)
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case CTRL('D'):
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g.Depth++
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g.NewLevel()
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case CTRL('A'):
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g.Depth--
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g.NewLevel()
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case CTRL('F'):
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g.showMap()
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default:
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g.wizardDebugCommand(ch)
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}
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}
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// wizardDebugCommand handles the rest of the MASTER debug commands
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// (command.c).
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func (g *RogueGame) wizardDebugCommand(ch byte) {
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p := &g.Player
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switch ch {
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case CTRL('T'):
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g.teleport()
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case CTRL('E'):
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g.msg("food left: %d", p.FoodLeft)
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case CTRL('C'):
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g.addPass()
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case CTRL('X'):
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g.turnSee(p.On(SenseMonsters))
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case CTRL('~'):
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if item, ok := g.promptPackItem("charge", KindWand); ok {
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item.Charges = 10000
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}
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case CTRL('I'):
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g.wizardKit()
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case '*':
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g.prList()
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default:
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g.illcom(ch)
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}
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}
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// wizardKit levels the wizard up and equips him (the ^I case of the
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// command.c wizard switch).
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func (g *RogueGame) wizardKit() {
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p := &g.Player
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for range 9 {
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g.raiseLevel()
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}
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// Give him a sword (+1,+1)
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obj := newObject()
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g.initWeapon(obj, WeaponTwoHandedSword)
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obj.HPlus = 1
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obj.DPlus = 1
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g.addPack(obj, true)
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p.CurWeapon = obj
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// And his suit of armor
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obj = newObject()
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obj.Kind = KindArmor
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obj.Which = int(ArmorPlateMail)
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obj.ArmorClass = -5
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obj.Flags.Set(Known)
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obj.Count = 1
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p.CurArmor = obj
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g.addPack(obj, true)
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}
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// illcom reports an illegal command (command.c illcom).
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func (g *RogueGame) illcom(ch byte) {
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g.Msgs.SaveMsg = false
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g.Count = 0
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g.msg("illegal command '%s'", unctrl(ch))
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g.Msgs.SaveMsg = true
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}
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// search gropes about to find hidden things (command.c search).
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func (g *RogueGame) search() {
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p := &g.Player
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ey := p.Pos.Y + 1
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ex := p.Pos.X + 1
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probinc := 0
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if p.On(Hallucinating) {
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probinc = 3
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}
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if p.On(Blind) {
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probinc += 2
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|
}
|
|
|
|
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)
|
|
}
|
|
}
|
|
}
|