- 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.
228 lines
6.3 KiB
Go
228 lines
6.3 KiB
Go
package game
|
|
|
|
import "fmt"
|
|
|
|
// The screen layer replaces curses. Game code draws into Window cell
|
|
// buffers (stdscr and the hw scratch window); a Terminal implementation
|
|
// blits them to a real device. Tests run with a scripted Terminal (or none
|
|
// at all), which is also how the "screen is a data structure" idiom —
|
|
// C code reading back what it drew with inch() — stays intact headlessly.
|
|
|
|
// Terminal is the physical device: a tcell screen in the real game, a
|
|
// script in tests.
|
|
type Terminal interface {
|
|
// Render blits the window to the device.
|
|
Render(w *Window)
|
|
// ReadChar blocks for the next key, translated to Rogue's input bytes
|
|
// (arrows become hjkl, control keys their C0 codes).
|
|
ReadChar() byte
|
|
}
|
|
|
|
// cell is one screen position.
|
|
type cell struct {
|
|
ch byte
|
|
standout bool
|
|
}
|
|
|
|
// Window is an in-memory curses window: a cell grid with a cursor and a
|
|
// standout attribute.
|
|
type Window struct {
|
|
rows, cols int
|
|
cells []cell
|
|
cy, cx int
|
|
standout bool
|
|
}
|
|
|
|
// NewWindow returns a cleared window.
|
|
func NewWindow(rows, cols int) *Window {
|
|
w := &Window{rows: rows, cols: cols, cells: make([]cell, rows*cols)}
|
|
w.Clear()
|
|
return w
|
|
}
|
|
|
|
func (w *Window) at(y, x int) *cell { return &w.cells[y*w.cols+x] }
|
|
|
|
// Move positions the cursor (curses move/wmove).
|
|
func (w *Window) Move(y, x int) { w.cy, w.cx = y, x }
|
|
|
|
// GetYX reports the cursor position (curses getyx).
|
|
func (w *Window) GetYX() (y, x int) { return w.cy, w.cx }
|
|
|
|
// AddCh writes a character at the cursor and advances it (curses addch).
|
|
func (w *Window) AddCh(ch byte) {
|
|
if ch == '\n' {
|
|
w.cy, w.cx = w.cy+1, 0
|
|
return
|
|
}
|
|
if w.cy < 0 || w.cy >= w.rows || w.cx < 0 || w.cx >= w.cols {
|
|
return
|
|
}
|
|
*w.at(w.cy, w.cx) = cell{ch: ch, standout: w.standout}
|
|
if w.cx++; w.cx >= w.cols {
|
|
w.cx = 0
|
|
if w.cy < w.rows-1 {
|
|
w.cy++
|
|
}
|
|
}
|
|
}
|
|
|
|
// AddStr writes a string at the cursor (curses addstr).
|
|
func (w *Window) AddStr(s string) {
|
|
for i := 0; i < len(s); i++ {
|
|
w.AddCh(s[i])
|
|
}
|
|
}
|
|
|
|
// MvAddCh moves then writes (curses mvaddch).
|
|
func (w *Window) MvAddCh(y, x int, ch byte) {
|
|
w.Move(y, x)
|
|
w.AddCh(ch)
|
|
}
|
|
|
|
// MvAddStr moves then writes (curses mvaddstr).
|
|
func (w *Window) MvAddStr(y, x int, s string) {
|
|
w.Move(y, x)
|
|
w.AddStr(s)
|
|
}
|
|
|
|
// Printw writes formatted text at the cursor (curses printw).
|
|
func (w *Window) Printw(format string, a ...any) {
|
|
w.AddStr(fmt.Sprintf(format, a...))
|
|
}
|
|
|
|
// MvPrintw moves then writes formatted text (curses mvprintw).
|
|
func (w *Window) MvPrintw(y, x int, format string, a ...any) {
|
|
w.Move(y, x)
|
|
w.Printw(format, a...)
|
|
}
|
|
|
|
// Inch returns the character under the cursor (curses inch, sans
|
|
// attributes — the C code always strips them with CCHAR).
|
|
func (w *Window) Inch() byte {
|
|
if w.cy < 0 || w.cy >= w.rows || w.cx < 0 || w.cx >= w.cols {
|
|
return ' '
|
|
}
|
|
return w.at(w.cy, w.cx).ch
|
|
}
|
|
|
|
// MvInch moves then reads (curses mvinch).
|
|
func (w *Window) MvInch(y, x int) byte {
|
|
w.Move(y, x)
|
|
return w.Inch()
|
|
}
|
|
|
|
// Standout sets or clears the standout attribute for subsequent writes
|
|
// (curses standout/standend).
|
|
func (w *Window) Standout(on bool) { w.standout = on }
|
|
|
|
// Clear blanks the window and homes the cursor (curses clear/wclear).
|
|
func (w *Window) Clear() {
|
|
for i := range w.cells {
|
|
w.cells[i] = cell{ch: ' '}
|
|
}
|
|
w.cy, w.cx = 0, 0
|
|
}
|
|
|
|
// Clrtoeol blanks from the cursor to the end of the line (curses clrtoeol).
|
|
func (w *Window) Clrtoeol() {
|
|
if w.cy < 0 || w.cy >= w.rows {
|
|
return
|
|
}
|
|
for x := w.cx; x < w.cols; x++ {
|
|
*w.at(w.cy, x) = cell{ch: ' '}
|
|
}
|
|
}
|
|
|
|
// CopyFrom copies another window's contents (curses overwrite).
|
|
func (w *Window) CopyFrom(src *Window) {
|
|
copy(w.cells, src.cells)
|
|
}
|
|
|
|
// Size reports the window dimensions.
|
|
func (w *Window) Size() (rows, cols int) { return w.rows, w.cols }
|
|
|
|
// CellAt reports the character and standout attribute at a position; used
|
|
// by Terminal implementations to render the window.
|
|
func (w *Window) CellAt(y, x int) (ch byte, standout bool) {
|
|
c := w.at(y, x)
|
|
return c.ch, c.standout
|
|
}
|
|
|
|
// Contents dumps the window characters row-major (the save file keeps the
|
|
// visible map, as the C game saved the curses screen).
|
|
func (w *Window) Contents() []byte {
|
|
out := make([]byte, len(w.cells))
|
|
for i, c := range w.cells {
|
|
out[i] = c.ch
|
|
}
|
|
return out
|
|
}
|
|
|
|
// SetContents restores a Contents dump.
|
|
func (w *Window) SetContents(data []byte) {
|
|
for i := range w.cells {
|
|
if i < len(data) {
|
|
w.cells[i] = cell{ch: data[i]}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Line returns row y as a trimmed string; used by tests and the death/
|
|
// victory screens.
|
|
func (w *Window) Line(y int) string {
|
|
buf := make([]byte, w.cols)
|
|
for x := 0; x < w.cols; x++ {
|
|
buf[x] = w.at(y, x).ch
|
|
}
|
|
return string(buf)
|
|
}
|
|
|
|
// Screen bundles the two windows the game draws on with the device that
|
|
// shows them.
|
|
type Screen struct {
|
|
term Terminal
|
|
Std *Window // stdscr: the dungeon view
|
|
Hw *Window // hw: the scratch window for overlays
|
|
}
|
|
|
|
// NewScreen builds the standard 24x80 game screen.
|
|
func NewScreen(term Terminal) *Screen {
|
|
return &Screen{
|
|
term: term,
|
|
Std: NewWindow(NumLines, NumCols),
|
|
Hw: NewWindow(NumLines, NumCols),
|
|
}
|
|
}
|
|
|
|
// Refresh pushes stdscr to the device (curses refresh).
|
|
func (s *Screen) Refresh() {
|
|
if s.term != nil {
|
|
s.term.Render(s.Std)
|
|
}
|
|
}
|
|
|
|
// RefreshWin pushes an arbitrary window to the device (curses wrefresh).
|
|
func (s *Screen) RefreshWin(w *Window) {
|
|
if s.term != nil {
|
|
s.term.Render(w)
|
|
}
|
|
}
|
|
|
|
// Thin RogueGame wrappers so ported bodies keep their curses shape.
|
|
|
|
func (g *RogueGame) move(y, x int) { g.scr.Std.Move(y, x) }
|
|
func (g *RogueGame) addch(ch byte) { g.scr.Std.AddCh(ch) }
|
|
func (g *RogueGame) addstr(s string) { g.scr.Std.AddStr(s) }
|
|
func (g *RogueGame) mvaddch(y, x int, c byte) { g.scr.Std.MvAddCh(y, x, c) }
|
|
func (g *RogueGame) mvaddstr(y, x int, s string) {
|
|
g.scr.Std.MvAddStr(y, x, s)
|
|
}
|
|
func (g *RogueGame) printw(f string, a ...any) { g.scr.Std.Printw(f, a...) }
|
|
func (g *RogueGame) inch() byte { return g.scr.Std.Inch() }
|
|
func (g *RogueGame) mvinch(y, x int) byte { return g.scr.Std.MvInch(y, x) }
|
|
func (g *RogueGame) standout() { g.scr.Std.Standout(true) }
|
|
func (g *RogueGame) standend() { g.scr.Std.Standout(false) }
|
|
func (g *RogueGame) clear() { g.scr.Std.Clear() }
|
|
func (g *RogueGame) clrtoeol() { g.scr.Std.Clrtoeol() }
|
|
func (g *RogueGame) refresh() { g.scr.Refresh() }
|