Files
rgoue/game/rip.go
sneak 41fc1042fc go: port command loop, save/restore, tcell terminal, and the binary
- command.c in full: the command dispatcher with repeat counts, run
  prefixes, ctrl-run door-stop mode, fight-to-death targeting, and all
  wizard debug commands; search, help, identify, d_level/u_level, call,
  current
- main.c completed: Run()/playit() with the C double ROGUEOPTS parse;
  exit()-anywhere becomes a gameEnd panic recovered in Run
- save.c + state.c: gob SaveState snapshot with explicit pointer-to-
  index fixups for equipment, monster rooms, and chase targets (the
  rs_fix_thing role); save file deleted on restore as in C; SIGHUP/
  SIGTERM autosave hook
- wizard.c completed (create_obj, show_map), passages.c add_pass
- term/: tcell/v2 Terminal — the one third-party dependency — replacing
  curses and mdport's 900-line key decoder; shell escape via suspend
- cmd/rogue: flags -s/-d, SEED (wizard), ROGUEOPTS, ROGUE_WIZARD

Tests: full scripted sessions through Run (quit, descend stairs,
3200-move crash sweep, save-command round trip). Notable fixes found
by tests: gob silently drops embedded fields of unexported types, and
--More-- prompts swallow space-free input scripts.
2026-07-06 20:15:47 +02:00

250 lines
6.6 KiB
Go

package game
import (
"fmt"
"time"
)
// rip.c — the fun ends: death or a total win.
//
// The C functions here call exit(); the port panics with a gameEnd sentinel
// that Run recovers, so the terminal is restored by normal unwinding.
// gameEnd is the sentinel carried by the panic that replaces my_exit().
type gameEnd struct{ status int }
// myExit leaves the process properly (main.c my_exit): it unwinds to Run.
func (g *RogueGame) myExit(st int) {
g.Playing = false
panic(gameEnd{status: st})
}
var ripArt = []string{
" __________",
" / \\",
" / REST \\",
" / IN \\",
" / PEACE \\",
" / \\",
" | |",
" | |",
" | killed by a |",
" | |",
" | 1980 |",
" *| * * * | *",
" ________)/\\\\_//(\\/(/\\)/\\//\\/|_)_______",
}
// death does something really fun when he dies (rip.c death).
func (g *RogueGame) death(monst byte) {
p := &g.Player
p.Purse -= p.Purse / 10
g.clear()
killer := g.killname(monst, false)
if !g.Options.Tombstone {
g.scr.Std.MvPrintw(NumLines-2, 0, "Killed by ")
if monst != 's' && monst != 'h' {
g.printw("a%s ", vowelstr(killer))
}
g.printw("%s with %d gold", killer, p.Purse)
} else {
year := time.Now().Year()
for i, line := range ripArt {
g.scr.Std.MvAddStr(8+i, 0, line)
}
g.mvaddstr(17, center(killer), killer)
if monst == 's' || monst == 'h' {
g.mvaddch(16, 32, ' ')
} else {
g.mvaddstr(16, 33, vowelstr(killer))
}
g.mvaddstr(14, center(g.Whoami), g.Whoami)
au := fmt.Sprintf("%d Au", p.Purse)
g.mvaddstr(15, center(au), au)
g.mvaddstr(18, 26, fmt.Sprintf("%4d", year))
}
g.mvaddstr(NumLines-1, 0, "[Press return to continue]")
g.refresh()
flags := 0
if g.HasAmulet {
flags = 3
}
g.score(p.Purse, flags, monst)
g.waitFor('\n')
g.myExit(0)
}
// center returns the column to center the given string on the tombstone
// (rip.c center).
func center(str string) int {
return 28 - (len(str)+1)/2
}
// totalWinner is the code for a winner (rip.c total_winner).
func (g *RogueGame) totalWinner() {
p := &g.Player
g.clear()
g.standout()
banner := []string{
" ",
" @ @ @ @ @ @@@ @ @ ",
" @ @ @@ @@ @ @ @ @ ",
" @ @ @@@ @ @ @ @ @ @@@ @@@@ @@@ @ @@@ @ ",
" @@@@ @ @ @ @ @ @ @ @ @ @ @ @ @ @ ",
" @ @ @ @ @ @ @ @@@@ @ @ @@@@@ @ @ @ ",
" @ @ @ @ @ @@ @ @ @ @ @ @ @ @ @ @ ",
" @@@ @@@ @@ @ @ @ @@@@ @@@@ @@@ @@@ @@ @ ",
" ",
" Congratulations, you have made it to the light of day! ",
}
for i, line := range banner {
g.scr.Std.MvAddStr(i, 0, line)
}
g.standend()
g.scr.Std.MvAddStr(10, 0, "You have joined the elite ranks of those who have escaped the")
g.scr.Std.MvAddStr(11, 0, "Dungeons of Doom alive. You journey home and sell all your loot at")
g.scr.Std.MvAddStr(12, 0, "a great profit and are admitted to the Fighters' Guild.")
g.mvaddstr(NumLines-1, 0, "--Press space to continue--")
g.refresh()
g.waitFor(' ')
g.clear()
g.mvaddstr(0, 0, " Worth Item")
g.move(1, 0)
oldpurse := p.Purse
line := 1
for _, obj := range p.Pack {
worth := 0
it := &g.Items
switch obj.Type {
case Food:
worth = 2 * obj.Count
case Weapon:
worth = it.Weapons[obj.Which].Worth
worth *= 3*(obj.HPlus+obj.DPlus) + obj.Count
obj.Flags.Set(IsKnow)
case Armor:
worth = it.Armors[obj.Which].Worth
worth += (9 - obj.Arm) * 100
worth += 10 * (aClass[obj.Which] - obj.Arm)
obj.Flags.Set(IsKnow)
case Scroll:
op := &it.Scrolls[obj.Which]
worth = op.Worth * obj.Count
if !op.Know {
worth /= 2
}
op.Know = true
case Potion:
op := &it.Potions[obj.Which]
worth = op.Worth * obj.Count
if !op.Know {
worth /= 2
}
op.Know = true
case Ring:
op := &it.Rings[obj.Which]
worth = op.Worth
if obj.Which == RAddStr || obj.Which == RAddDam ||
obj.Which == RProtect || obj.Which == RAddHit {
if obj.Arm > 0 {
worth += obj.Arm * 100
} else {
worth = 10
}
}
if !obj.Flags.Has(IsKnow) {
worth /= 2
}
obj.Flags.Set(IsKnow)
op.Know = true
case Stick:
op := &it.Sticks[obj.Which]
worth = op.Worth
worth += 20 * obj.Charges()
if !obj.Flags.Has(IsKnow) {
worth /= 2
}
obj.Flags.Set(IsKnow)
op.Know = true
case Amulet:
worth = 1000
}
if worth < 0 {
worth = 0
}
g.scr.Std.MvPrintw(line, 0, "%c) %5d %s", obj.PackCh, worth,
g.invName(obj, false))
line++
p.Purse += worth
}
g.scr.Std.MvPrintw(line, 0, " %5d Gold Pieces ", oldpurse)
g.refresh()
g.score(p.Purse, 2, ' ')
g.myExit(0)
}
// killnameTable is the rip.c nlist[]: special death causes.
var killnameTable = []helpEntry{
{'a', "arrow", true},
{'b', "bolt", true},
{'d', "dart", true},
{'h', "hypothermia", false},
{'s', "starvation", false},
}
// killname converts a code to a monster name (rip.c killname).
func (g *RogueGame) killname(monst byte, doart bool) string {
var sp string
var article bool
if isUpper(monst) {
sp = g.Monsters[monst-'A'].Name
article = true
} else {
sp = "Wally the Wonder Badger"
article = false
for _, hp := range killnameTable {
if hp.Ch == monst {
sp = hp.Desc
article = hp.Print
break
}
}
}
if doart && article {
return "a" + vowelstr(sp) + " " + sp
}
return sp
}
// DeathDemo implements the -d command line option (main.c): burn some
// random numbers to break patterns, then die a random death.
func (g *RogueGame) DeathDemo() {
defer func() {
if r := recover(); r != nil {
if _, ok := r.(gameEnd); ok {
return
}
panic(r)
}
}()
dnum := g.rnd(100)
for dnum--; dnum > 0; dnum-- {
g.rnd(100)
}
g.Player.Purse = g.rnd(100) + 1
g.Depth = g.rnd(100) + 1
g.death(g.deathMonst())
}
// deathMonst returns a monster appropriate for a random death (rip.c
// death_monst).
func (g *RogueGame) deathMonst() byte {
poss := []byte{
'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L',
'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X',
'Y', 'Z', 'a', 'b', 'h', 'd', 's',
' ', // generates the "Wally the Wonder Badger" message
}
return poss[g.rnd(len(poss))]
}