Files
rgoue/game/wizard_test.go
sneak 1142f43aed Restore three lost C behaviors: schtick message, forced redraw, greeting (closes #13)
Three behaviors from 5.4.4 that the port dropped silently. Each is a few
lines; grouped because they are all "restore something C did".

1. sticks.c 237: the "otherwise" arm closing do_zap's switch printed
   "what a bizarre schtick!", and doZap had turned it into doing nothing.
   The arm is under #ifdef MASTER, not under a runtime wizard test, so in
   the MASTER build this port is it printed for every player and must not
   be gated on g.Wizard. WS_NOP is a case of that switch in its own right
   ("when WS_NOP: break;"), so "no handler ran" cannot be the trigger:
   the wand of nothing does nothing quietly. C's switch covers all 14 WS_
   values, so its otherwise is reachable only for an o_which outside the
   table, which is what Object.hasValidWhich already screens for. All
   three arms fall through to obj.Charges--, as C's do.

2. command.c 288-291: CTRL('R') is "after = FALSE; clearok(curscr, TRUE);
   wrefresh(curscr);" — a forced full repaint. The port called
   g.refresh(), the ordinary diffing blit, which cannot fix the only
   situation the command exists for: a screen corrupted by another
   program's output leaves the game's record of it still correct, so the
   diff sends nothing. New Terminal.Repaint (tcell Screen.Sync, which
   discards tcell's record of the terminal rather than diffing against
   it), Screen.Repaint and g.repaint(), implemented in term.Tcell and in
   both headless test terminals. Named for the curses operation: the
   interface is the game's abstraction, not tcell's. It repaints what was
   last rendered — C repainted curscr, not stdscr — so it takes no
   window.

3. main.c 107-113: the startup greeting existed nowhere in the tree. New
   game.Greeting, printed on stdout by cmd/rogue/main.go before
   term.New(), the port's initscr(). Only the wizard wording is #ifdef
   MASTER; the other is unconditional. The %d is dnum, which main.c has
   just assigned to seed, so it is Params.Seed. Neither wording ends in a
   newline. Two placement details the tests pin: the printf sits after
   parse_opts, so a ROGUEOPTS name= is what the player is greeted by; and
   it sits after the -s/-d handling and after restore(), which never
   returns, so a resumed game does not announce that a dungeon is being
   dug (digsNewDungeon).

Greeting parses ROGUEOPTS into a throwaway game built the way New builds
the real one, tables and home directory included: ParseOpts handles every
option, not just the one the greeting reads, and inven= is matched
against inv_t_name[], which lives on the game.

All three message strings verified byte-for-byte against origin/c-master
sticks.c and main.c. No RNG call is added on any path and nothing under
game/testdata/ changed; TestSeedCompatItemTables is green against the
untouched golden.

Mutation-proved, each behavior removed in turn with only its own test
failing: dropping the message arm fails
TestZapUnhandledWandSaysBizarreSchtick; extending the message to WS_NOP
fails TestZapWandOfNothingIsSilent; putting g.refresh() back fails
TestRedrawCommandForcesFullRepaint; swapping the two wordings, and
ignoring the ROGUEOPTS name, both fail TestGreeting; greeting on the
restore path fails TestDigsNewDungeon.

ARCHITECTURE.md 5.3 gains Repaint and why a blit cannot substitute for
it; nothing here is deliberately dropped, so section 9 is unchanged.
TODO.md gets a Completed Steps entry; Next Step deliberately not rotated,
this being out-of-band issue work.
2026-08-09 10:04:54 +00:00

533 lines
14 KiB
Go

//nolint:testpackage // white-box tests reach unexported state (approved 2026-07-07)
package game
import (
"encoding/gob"
"errors"
"os"
"path/filepath"
"testing"
)
// mustNotPanic runs fn and turns a panic into an ordinary test failure.
// The bug these tests cover (issue #10) panicked out of an array index,
// and an unrecovered panic would take the whole test binary down instead
// of reporting which dispatch regressed.
func mustNotPanic(t *testing.T, what string, fn func()) {
t.Helper()
defer func() {
if r := recover(); r != nil {
t.Errorf("%s panicked: %v", what, r)
}
}()
fn()
}
// TestCreateObjWandFReproducer is the exact reported crash: wizard mode,
// C, '/' for a wand, 'f' for which. 'f' is nibble 15 and there are only
// NumWandTypes (14) wands, so fixStick used to index two past the end of
// ws_type[] and panic.
func TestCreateObjWandFReproducer(t *testing.T) {
t.Parallel()
g := mkGameInput(t)
g.Wizard = true
before := len(g.Player.Pack)
setInput(t, g, '/', 'f')
mustNotPanic(t, "createObj with wand 'f'", g.createObj)
if len(g.Player.Pack) != before {
t.Errorf("out-of-range wand was added to the pack: %d items, want %d",
len(g.Player.Pack), before)
}
}
// TestCreateObjRejectsOutOfRangeWhich sweeps the rejection across every
// kind whose Which is a table index, including input outside '0'-'f'.
// isDigit is false for such input, so it takes the letter branch, where
// ch-'a' is byte arithmetic and wraps rather than going negative: 'A'
// (65) gives int(224)+10 == 234 and '!' (33) gives int(192)+10 == 202.
// Those far-past-the-end values, not negative ones, are what the guard
// has to catch on the keyboard path.
func TestCreateObjRejectsOutOfRangeWhich(t *testing.T) {
t.Parallel()
cases := []struct {
name string
typ byte
which byte
}{
{"wand f is past NumWandTypes", Stick, 'f'},
{"potion f is past NumPotionTypes", Potion, 'f'},
{"ring f is past NumRingTypes", Ring, 'f'},
// NumScrollTypes is 18, past the 'f' the prompt tops out at, so a
// scroll can only be driven out of range by input that wraps.
{"scroll 'A' wraps to 234", Scroll, 'A'},
{"armor 9 is past NumArmorTypes", Armor, '9'},
{"weapon 9 is the flame pseudo-weapon", Weapon, '9'},
{"wand 'A' wraps to 234", Stick, 'A'},
{"wand '!' wraps to 202", Stick, '!'},
{"armor 'A' wraps to 234", Armor, 'A'},
{"weapon '!' wraps to 202", Weapon, '!'},
}
for _, tc := range cases {
t.Run(tc.name, func(t *testing.T) {
t.Parallel()
g := mkGameInput(t)
g.Wizard = true
before := len(g.Player.Pack)
setInput(t, g, tc.typ, tc.which)
mustNotPanic(t, tc.name, g.createObj)
if len(g.Player.Pack) != before {
t.Errorf("pack grew to %d items, want %d: a rejected item was created",
len(g.Player.Pack), before)
}
})
}
}
// TestCreateObjAcceptsValidWhich pins the other half of the contract: the
// bounds check must not touch any in-range choice.
func TestCreateObjAcceptsValidWhich(t *testing.T) {
t.Parallel()
cases := []struct {
name string
typ byte
which byte
kind ObjectKind
want int
}{
{"wand of light", Stick, '0', KindWand, int(WandLight)},
{"potion 0", Potion, '0', KindPotion, int(PotionConfusion)},
{"scroll 9", Scroll, '9', KindScroll, int(ScrollIdentifyRingOrStick)},
{"ring d, the last ring", Ring, 'd', KindRing, int(NumRingTypes) - 1},
{"armor 7, the last armor", Armor, '7', KindArmor, int(NumArmorTypes) - 1},
{"weapon 8, the last real weapon", Weapon, '8', KindWeapon, int(WeaponSpear)},
}
for _, tc := range cases {
t.Run(tc.name, func(t *testing.T) {
t.Parallel()
g := mkGameInput(t)
g.Wizard = true
before := make(map[*Object]bool, len(g.Player.Pack))
for _, o := range g.Player.Pack {
before[o] = true
}
// The armor and weapon arms read one more character for the
// blessing prompt; 'n' means neither cursed nor blessed.
setInput(t, g, tc.typ, tc.which, 'n')
g.createObj()
if len(g.Player.Pack) != len(before)+1 {
t.Fatalf("pack has %d items, want %d: valid item not created",
len(g.Player.Pack), len(before)+1)
}
// addPack files the new item in kind order, so find it by
// identity rather than assuming it landed at the end.
var made *Object
for _, o := range g.Player.Pack {
if !before[o] {
made = o
}
}
if made.Kind != tc.kind || made.Which != tc.want {
t.Errorf("created %v which %d, want %v which %d",
made.Kind, made.Which, tc.kind, tc.want)
}
})
}
}
// TestCreateObjKeepsRNGSequence proves the guard costs no RNG draws: a
// rejected creation must leave the generator exactly where it was, or
// every later roll in the game would shift.
func TestCreateObjKeepsRNGSequence(t *testing.T) {
t.Parallel()
g := mkGameInput(t)
g.Wizard = true
before := g.Rng.Seed
setInput(t, g, Stick, 'f')
g.createObj()
if g.Rng.Seed != before {
t.Errorf("rejected creation consumed RNG: seed %d, want %d",
g.Rng.Seed, before)
}
}
// malformed builds an object of the given kind whose Which sits one past
// the end of that kind's table — the state the wizard bug used to leave
// behind, and the state a corrupt save file could still describe.
func malformed(kind ObjectKind) *Object {
obj := newObject()
obj.Kind = kind
obj.Which = whichLimit(kind)
obj.Count = 1
return obj
}
// TestZapMalformedWandDoesNotPanic covers the sticks.go dispatch. C's
// do_zap matched no case and still ran o_charges--, so the charge must be
// spent even though the zap did nothing. What it says while doing nothing
// belongs to TestZapUnhandledWandSaysBizarreSchtick.
func TestZapMalformedWandDoesNotPanic(t *testing.T) {
t.Parallel()
g := mkGameInput(t)
wand := malformed(KindWand)
wand.Charges = 3
ch := give(g, wand)
setInput(t, g, ch)
mustNotPanic(t, "doZap on a malformed wand", g.doZap)
if wand.Charges != 2 {
t.Errorf("charges = %d after zapping, want 2", wand.Charges)
}
}
// TestQuaffMalformedPotionDoesNotPanic covers the potions.go dispatch and
// the callIt lookup that follows it.
func TestQuaffMalformedPotionDoesNotPanic(t *testing.T) {
t.Parallel()
g := mkGameInput(t)
before := len(g.Player.Pack)
ch := give(g, malformed(KindPotion))
setInput(t, g, ch)
mustNotPanic(t, "quaff of a malformed potion", g.quaff)
if len(g.Player.Pack) != before {
t.Errorf("pack has %d items, want %d: the potion was not consumed",
len(g.Player.Pack), before)
}
}
// TestReadMalformedScrollDoesNotPanic covers the scrolls.go dispatch and
// its callIt lookup.
func TestReadMalformedScrollDoesNotPanic(t *testing.T) {
t.Parallel()
g := mkGameInput(t)
before := len(g.Player.Pack)
ch := give(g, malformed(KindScroll))
setInput(t, g, ch)
mustNotPanic(t, "readScroll of a malformed scroll", g.readScroll)
if len(g.Player.Pack) != before {
t.Errorf("pack has %d items, want %d: the scroll was not consumed",
len(g.Player.Pack), before)
}
}
// TestMalformedArmorDoesNotPanic covers the a_class[] reads: pricing at
// death, the identified-armor name, and the detect-magic test.
func TestMalformedArmorDoesNotPanic(t *testing.T) {
t.Parallel()
g := mkGameInput(t)
armor := malformed(KindArmor)
armor.Flags.Set(Known)
mustNotPanic(t, "naming a malformed suit of armor", func() {
if got := g.inventoryName(armor, false); got != armor.Kind.String() {
t.Errorf("inventoryName = %q, want %q", got, armor.Kind.String())
}
})
mustNotPanic(t, "isMagic on a malformed suit of armor", func() {
g.isMagic(armor)
})
mustNotPanic(t, "appraising a malformed suit of armor", func() {
if worth := g.objectWorth(armor); worth != 0 {
t.Errorf("objectWorth = %d, want 0", worth)
}
})
if got := g.data.armorClass(armor.Which); got != 0 {
t.Errorf("armorClass(%d) = %d, want 0", armor.Which, got)
}
}
// TestMalformedWeaponDoesNotPanic covers the init_dam[] read. WeaponFlame
// is the first kind with no table row, so initWeapon must leave the
// object alone rather than index past the end.
func TestMalformedWeaponDoesNotPanic(t *testing.T) {
t.Parallel()
g := mkGameInput(t)
weap := newObject()
mustNotPanic(t, "initWeapon with the flame pseudo-weapon", func() {
g.initWeapon(weap, WeaponFlame)
})
mustNotPanic(t, "initWeapon with a negative weapon kind", func() {
g.initWeapon(weap, WeaponKind(-1))
})
if weap.Kind != KindNone {
t.Errorf("weapon was initialized from a missing table row: kind %v",
weap.Kind)
}
}
// TestFixStickMalformedWhichDoesNotPanic covers the ws_type[] read that
// the reported reproducer actually crashed on.
func TestFixStickMalformedWhichDoesNotPanic(t *testing.T) {
t.Parallel()
g := mkGameInput(t)
wand := malformed(KindWand)
mustNotPanic(t, "fixStick on a malformed wand", func() {
g.fixStick(wand)
})
if wand.Damage.String() != "1x1" {
t.Errorf("damage = %q, want the wand damage %q",
wand.Damage.String(), "1x1")
}
}
// TestRestoreRejectsOutOfRangeWhich is the save-file half of the fix: a
// malformed object must not be able to sneak past the keyboard guard by
// arriving in a snapshot.
//
// A decoded save is also the only place a *negative* Which can come
// from. On the keyboard path createObj's ch-'a' is byte arithmetic and
// wraps, so 'A' and '!' land at 234 and 202; Which is a plain int in the
// gob stream, so a tampered file can carry any value at all. Both shapes
// are covered here, and the negative case is what exercises the
// Which >= 0 arm of hasValidWhich.
func TestRestoreRejectsOutOfRangeWhich(t *testing.T) {
t.Parallel()
cases := []struct {
name string
which int
}{
{"one past the wand table", int(NumWandTypes)},
{"the value 'A' wraps to on the keyboard path", 234},
{"the value '!' wraps to on the keyboard path", 202},
{"negative, reachable only from a tampered file", -1},
}
for _, tc := range cases {
t.Run(tc.name, func(t *testing.T) {
t.Parallel()
g := mkGame(t, 11)
st := g.snapshot()
if len(st.Player.Body.Pack) == 0 {
t.Fatal("starting pack is empty; nothing to corrupt")
}
st.Player.Body.Pack[0].Kind = KindWand
st.Player.Body.Pack[0].Which = tc.which
path := filepath.Join(t.TempDir(), "rogue.save")
writeSnapshot(t, path, st)
_, restoreErr := Restore(path, Params{Term: &testTerm{}})
if !errors.Is(restoreErr, ErrSaveCorrupt) {
t.Errorf("Restore error = %v, want ErrSaveCorrupt", restoreErr)
}
_, statErr := os.Stat(path)
if statErr != nil {
t.Error("a rejected save file was deleted; it should be left alone")
}
})
}
}
// writeSnapshot gob-encodes a snapshot to path the way saveFile does.
func writeSnapshot(t *testing.T, path string, st *SaveState) {
t.Helper()
f, err := os.Create(path) //nolint:gosec // G304: test temp path
if err != nil {
t.Fatal(err)
}
encErr := gob.NewEncoder(f).Encode(st)
if encErr != nil {
t.Fatal(encErr)
}
closeErr := f.Close()
if closeErr != nil {
t.Fatal(closeErr)
}
}
// TestWhichLimitCoversEveryIndexedTable pins the bounds table itself
// against the per-kind arrays it has to agree with.
func TestWhichLimitCoversEveryIndexedTable(t *testing.T) {
t.Parallel()
// len() of an array field is a compile-time constant, so the zero
// value is enough to read the table sizes off.
var it ItemLore
cases := []struct {
kind ObjectKind
size int
}{
{KindPotion, len(it.Potions)},
{KindScroll, len(it.Scrolls)},
{KindRing, len(it.Rings)},
{KindWand, len(it.Sticks)},
{KindArmor, len(it.Armors)},
{KindWeapon, len(it.Weapons)},
}
for _, tc := range cases {
if got := whichLimit(tc.kind); got != tc.size {
t.Errorf("whichLimit(%v) = %d, want the table size %d",
tc.kind, got, tc.size)
}
}
// Kinds whose Which is not a table index accept anything, as in C.
for _, kind := range []ObjectKind{KindFood, KindAmulet, KindGold, KindNone} {
obj := &Object{Kind: kind, Which: 99}
if !obj.hasValidWhich() {
t.Errorf("%v should not be bounds-checked on Which", kind)
}
}
}
// TestWizardToggleOffRehidesSensedMonsters drives '+' through command
// dispatch in wizard mode (command.c 317-338). Clearing the flag is the
// cheap half; the substantive half is turn_see(TRUE) — leaving wizard
// mode has to put the screen back, or there is no way out of wizard
// sight once it is on.
func TestWizardToggleOffRehidesSensedMonsters(t *testing.T) {
t.Parallel()
g := mkGame(t, 11)
g.Wizard = true
// A phantom carries ISINVIS straight from the monster table, so
// seeMonst is false for it and it is on screen only because wizard
// sight put it there.
tp := spawnAdjacent(g, 'P')
if !tp.On(Invisible) {
t.Fatal("phantom is not invisible; this test needs an unseeable monster")
}
if g.seeMonst(tp) {
t.Fatal("monster is ordinarily visible; wizard sight would reveal nothing")
}
if tp.OldCh == tp.Type {
t.Fatalf("map char under the monster is also %q; the redraw "+
"assertion would prove nothing", tp.Type)
}
g.turnSee(false)
if !g.Player.On(SenseMonsters) {
t.Fatal("turnSee(false) did not set SenseMonsters")
}
if ch := g.mvinch(tp.Pos.Y, tp.Pos.X); ch != tp.Type {
t.Fatalf("wizard sight did not draw the monster: cell is %q, want %q",
ch, tp.Type)
}
if !g.scr.Std.at(tp.Pos.Y, tp.Pos.X).standout {
t.Fatal("wizard-sighted monster was not drawn in standout")
}
g.Msgs.Mpos = 0
g.After = true
g.dispatch('+')
if g.Wizard {
t.Error("'+' did not clear the wizard flag")
}
if g.Player.On(SenseMonsters) {
t.Error("'+' left SenseMonsters set: turn_see(TRUE) was not performed")
}
if ch := g.mvinch(tp.Pos.Y, tp.Pos.X); ch != tp.OldCh {
t.Errorf("monster still on screen after leaving wizard mode: cell is "+
"%q, want the map char under it, %q", ch, tp.OldCh)
}
if g.scr.Std.at(tp.Pos.Y, tp.Pos.X).standout {
t.Error("cell left in standout after leaving wizard mode")
}
if g.Msgs.Huh != "not wizard any more" {
t.Errorf("message = %q, want %q", g.Msgs.Huh, "not wizard any more")
}
if g.After {
t.Error("'+' consumed a turn; C sets after = FALSE")
}
}
// TestWizardToggleWithoutWizardSaysSorry pins the other arm. C ran
// wizard = passwd() and said "sorry" when the answer was wrong; the
// password machinery is dropped, so that is the only outcome left. What
// it must not be any more is "illegal command '+'".
func TestWizardToggleWithoutWizardSaysSorry(t *testing.T) {
t.Parallel()
g := mkGame(t, 12)
g.Wizard = false
g.Msgs.Mpos = 0
g.After = true
g.dispatch('+')
if g.Wizard {
t.Error("'+' entered wizard mode with no password check to pass")
}
if g.Player.On(SenseMonsters) {
t.Error("'+' turned on monster sense outside wizard mode")
}
if g.Msgs.Huh != "sorry" {
t.Errorf("message = %q, want %q", g.Msgs.Huh, "sorry")
}
if g.After {
t.Error("'+' consumed a turn; C sets after = FALSE")
}
}