Part 2 was written as a design sketch before the port was implemented and refactored, so much of it described the planned code rather than the final code. Updated the RogueGame/Stats/Object/Flags/Level sketches to the current names and types (typed ObjectKind, DiceSpec, split o_arm fields, step-1 flag names, TrapCount, Level list methods); rewrote §4.7 to say the static tables now live on the per-game gameData struct (no package globals); noted the daemon and effect handler tables (step 7), the MessageLine extraction (step 6), the Terminal interface, the flat gob SaveState, and the New(Params) + os.Exit-on-game-over design (step 8). Added §7.1, a C-name → Go-name rename table, and a README note about the make targets. Docs only.
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Rogue: Exploring the Dungeons of Doom (Go port)
Rogue is the original dungeon-crawling adventure game that spawned an entire genre. This branch is a faithful Go port of Rogue 5.4.4: explore procedurally generated dungeons, fight monsters, collect treasure, and attempt to retrieve the Amulet of Yendor.
Original authors: Michael Toy, Ken Arnold, and Glenn Wichman (1980–1983, 1985, 1999).
The port is function-by-function faithful to the classic C sources — same
dungeon generation (seed-compatible RNG), same combat math, same item tables,
same messages. The C reference implementation lives on the master and
modern-rogue branches; ARCHITECTURE.md documents both the
original program structure and the design of this port.
Building and running
Requires Go 1.25 or later and a terminal at least 80x24.
go build ./cmd/rogue
./rogue
# Restore a saved game
./rogue ~/rogue.save
# View high scores
./rogue -s
# Test the death screen (demo mode)
./rogue -d
In-game commands
Press ? in game for the full list.
- arrows or h/j/k/l/y/u/b/n — move (shift to run, ctrl to run until adjacent)
.rest,ssearch for hidden doors and trapsiinventory,,pick up,ddropqquaff potion,rread scroll,eeat foodwwield weapon,Wwear armor,P/Rput on / remove ringtthrow,zzap a wand,f/Ffight>/<take the stairsSsave,Qquit
Environment
# Game options, as in the original
export ROGUEOPTS="name=YourName,terse,jump,fruit=mango"
# Wizard (debug) mode, with a reproducible dungeon
ROGUE_WIZARD=1 SEED=12345 ./rogue
The scoreboard is kept in ~/.rogue.scores. Save files are Go gob snapshots
and, as in the original, are deleted when restored.
Code layout
game/ the game engine: one Go file per original C file,
function-by-function (see ARCHITECTURE.md for the mapping)
term/ tcell-backed terminal, replacing curses
cmd/rogue/ the executable
The engine package is fully headless-testable: go test ./game/ runs scripted
command sequences, dungeon-generation golden checks, and an RNG compatibility
test against the original C generator.
For development, the Makefile wraps the toolchain: make fmt (gofmt +
prettier), make lint (golangci-lint), make test, and make check (all
three).
License
BSD-style; see LICENSE.TXT.
Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman. All rights reserved.