The SIGHUP/SIGTERM handler gob-encoded the live game tree from the signal goroutine while the game goroutine was mid-turn mutating it, and AutoSave removed the save file before encoding — so the failure mode was not a stale save but a deleted one followed by a possibly torn replacement, with a window in which the player had neither. The suite has run under -race since 2026-08-09 and was green because nothing had ever driven the turn loop concurrently with a signal: evidence of untested, not of safe. The handler no longer writes anything. AutoSaveOnSignal posts a request, wakes the input read, and waits up to signalSaveTimeout for the game goroutine to take it; the encode runs on the goroutine that owns the state, at the three points where that goroutine can sit: between turns (command), on waking from a blocked readchar, and while parked in the `!` shell escape (runShellEscape, which now runs the shell on a helper goroutine so a hangup during it still rescues the game). Blocked on input is the case that matters — a dropped connection lands while the player is thinking, so a flag checked only between turns would never be looked at. Terminal.ReadChar therefore returns (byte, bool), with ok false meaning "woken by Interrupt, no key", and term.Tcell posts a tcell.EventInterrupt onto tcell's own event queue to unpark PollEvent. readchar services the request and reads again, so no caller sees it. Running the shell on a helper goroutine would also have moved term.Tcell.ShellEscape's panic on a failed Screen.Resume onto it, and a panic at the top of any goroutine terminates the process without running the deferred calls of the others — including cmd/rogue/main.go's `defer t.Fini()`. The tty would have been left raw on precisely the path where the terminal is already broken, which is issue #12's failure on a path this change created. runShellEscape therefore recovers the helper's panic and re-raises it on the game goroutine, whose stack has the restore in it, so "every path restores the terminal via Terminal.Fini before exiting" stays true. saveFile writes a temporary file in the save's own directory, fsyncs it and renames it over the target instead of truncating in place, so a save that fails — or never happens because the deadline ran out — leaves the player's previous save whole. What the handoff guarantees is stated exactly rather than flatteringly: the encode runs on the state-owning goroutine, so the snapshot is internally consistent and restorable, but it is not necessarily taken between commands. Only the check at the top of command is; the other two service points both sit inside a command call already under way. readchar is reached from mid-command prompts (--More--, askOverwrite, getStr, the direction and pack prompts) with the command's mutations already applied, and runShellEscape is reached from shell, an ordinary '!' command handler dispatched inside command, with that turn's DoDaemons(Before) and DoFuses(Before) already fired and its AFTER pass not yet. Restoring re-enters playit at the top of command, so either way the rest of that command is lost and a fresh BEFORE pass runs on top of the one in the snapshot. The SIGINT/SIGQUIT no-save decision and the single-signal-read ordering guarantee are untouched. pendingSaver reads the game out from under its mutex rather than delegating with it held, because the delegated call now blocks until the save is taken.
308 lines
9.4 KiB
Go
308 lines
9.4 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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// ItemLore is the per-game item identity state: the randomized appearance
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// names and the seven mutable ObjInfo tables (extern.c/init.c).
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type ItemLore struct {
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PotColors [NumPotionTypes]string // p_colors: colors of the potions
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ScrNames [NumScrollTypes]string // s_names: names of the scrolls
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RingStones [NumRingTypes]string // r_stones: stone settings of the rings
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WandMade [NumWandTypes]string // ws_made: what sticks are made of
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WandType [NumWandTypes]string // ws_type: "wand" or "staff"
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Things [NumThings]ObjInfo
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Potions [NumPotionTypes]ObjInfo
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Scrolls [NumScrollTypes]ObjInfo
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Rings [NumRingTypes]ObjInfo
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Sticks [NumWandTypes]ObjInfo
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Weapons [NumWeaponTypes + 1]ObjInfo
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Armors [NumArmorTypes]ObjInfo
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Group int // group number for the next stack of missiles (weapons.c `group`)
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}
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// Options are the user-settable game options (options.c optlist).
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type Options struct {
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Terse bool // terse: shorter messages
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FightFlush bool // flush: flush typeahead during battle
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Jump bool // jump: show position only at end of run
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SeeFloor bool // seefloor: show the lamp-illuminated floor
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PassGo bool // passgo: follow turnings in passageways
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Tombstone bool // tombstone: print tombstone when killed
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InvType int // inven: inventory style (InvOver/InvSlow/InvClear)
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}
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// Params carries everything needed to construct a game.
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type Params struct {
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Seed int32 // dungeon number; caller derives it (time+pid or SEED)
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Name string // player name (overridden by ROGUEOPTS name=)
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RogueOpts string // the ROGUEOPTS environment string
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Home string // home directory (save file default location)
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ScorePath string // scoreboard file; empty disables scoring
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Wizard bool // enable debug commands (implies NoScore)
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Term Terminal // the display/input device; nil runs headless
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}
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// RogueGame is one complete game of Rogue: every piece of state that was a
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// global (or file-scope static) in the C sources, plus the terminal it is
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// played on. Construct with New, then call Run.
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//
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// The struct grows with the port; fields appear in the phase that ports the
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// code owning them.
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type RogueGame struct {
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// identity / RNG
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Rng *Rng
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Dnum int // dungeon number
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Whoami string // name of player
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Fruit string // favorite fruit
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Home string // user's home directory
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FileName string // save file name
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Wizard bool // true if allows wizard commands
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NoScore bool // was a wizard sometime
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// the world
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Player Player
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Level Level
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Depth int // C `level`: what level she is on
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MaxDepth int // C `max_level`: deepest player has gone
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HasAmulet bool // C `amulet`: he found the amulet
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SeenStairs bool // have seen the stairs (for lsd)
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// turn/command engine
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Playing bool // true until he quits
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After bool // true if we want after daemons
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Again bool // repeating the last command
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Count int // number of times to repeat command
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NoCommand int // number of turns asleep
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NoMove int // number of turns held in place
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Quiet int // number of quiet turns
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Running bool // true if player is running
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RunCh byte // direction player is running
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DoorStop bool // stop running when we pass a door
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Firstmove bool // first move after setting door_stop
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MoveOn bool // next move shouldn't pick up items
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ToDeath bool // fighting is to the death!
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Kamikaze bool // to_death really to DEATH
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HasHit bool // has a "hit" message pending in msg
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MaxHit int // max damage done to her in to_death
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Take byte // thing she is taking
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Delta Coord
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DirCh byte
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LastComm byte
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LastDir byte
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LLastComm byte
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LLastDir byte
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LastPick *Object
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LLastPick *Object
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lastDelt Coord // misc.c get_dir static last_delt
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// command.c statics
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countCh byte
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direction byte
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newCount bool
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// dungeon generation working state
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maze mazeState // rooms.c maze statics
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pnum int // passages.c passnum statics
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newpnum bool
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chRet Coord // chase.c static ch_ret: where chasing takes you
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// daemons/fuses
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Daemons DaemonList
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// screen / messages
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scr *Screen
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Msgs MessageLine
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statusCache statusCache
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invPage invPage // things.c discovery-list pagination statics
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// UI state
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StatMsg bool // should status() print as a msg()
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InvDescribe bool // say which way items are being used
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QComm bool // are we executing a 'Q' command?
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InShell bool // true if executing a shell
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Oldpos Coord // position before last look() call
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Oldrp *Room
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NObjs int // # items listed in inventory() call
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// options and item identity
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Options Options
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Items ItemLore
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// Monsters is the per-game copy of the bestiary: the C code mutates
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// the venus flytrap's damage string during play, and the table is
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// part of the save state.
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Monsters [26]MonsterKind
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// scores
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LastScore int
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AllScore bool
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ScorePath string
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rogueOpts string // the ROGUEOPTS string, re-parsed by playit as in C
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restored bool // game came from a save file; Run skips setup
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// sigSave carries signal-triggered autosave requests from the signal
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// goroutine to the game goroutine, which is the only one allowed to
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// touch the state above (issue #24). Buffered by one: the handler
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// reads exactly one signal, so there is never more than one request.
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// See AutoSaveOnSignal and serviceAutoSaveRequest in save.go.
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sigSave chan *autoSaveRequest
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// data is the game's copy of the static tables (extern.c and friends).
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data *gameData
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}
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// New builds a game from params, seeds the RNG, and randomizes the item
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// appearance tables (the front half of main.c main(); the player roll-up
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// and first level arrive with later porting phases).
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func New(params Params) *RogueGame {
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g := &RogueGame{
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data: newGameData(),
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Rng: &Rng{Seed: params.Seed},
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Dnum: int(params.Seed),
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Whoami: params.Name,
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Fruit: "slime-mold",
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Home: params.Home,
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Wizard: params.Wizard,
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NoScore: params.Wizard,
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Playing: true,
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Depth: 1,
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ScorePath: params.ScorePath,
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LastScore: -1,
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sigSave: make(chan *autoSaveRequest, 1),
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}
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g.Options = Options{
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SeeFloor: true,
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Tombstone: true,
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InvType: InvOver,
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}
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g.InvDescribe = true
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g.Msgs.SaveMsg = true
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g.scr = NewScreen(params.Term)
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g.Msgs.attach(g.scr, g.look, g.readchar)
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g.FileName = params.Home + "/rogue.save"
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g.rogueOpts = params.RogueOpts
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if params.Wizard {
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g.Player.Flags.Set(SenseMonsters)
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}
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if params.RogueOpts != "" {
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g.ParseOpts(params.RogueOpts)
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}
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g.Monsters = g.data.monsterTable
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g.Items.Group = 2 // weapons.c: int group = 2
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for i := range g.Level.Passages {
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g.Level.Passages[i].Flags = Gone | Dark
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}
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g.initProbs() // set up prob tables for objects
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g.initPlayer() // set up initial player stats
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g.initNames() // set up names of scrolls
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g.initColors() // set up colors of potions
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g.initStones() // set up stone settings of rings
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g.initMaterials() // set up materials of wands
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return g
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}
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// Run plays the game to its end: the back half of main.c main() plus
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// playit(). It does not return — the game ends by exiting the process
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// (see myExit); one game run is one process.
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func (g *RogueGame) Run() {
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g.startLevel()
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g.playit()
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}
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// startLevel draws the first level and starts the standing daemons and
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// fuses for a fresh game; a restored game brings its own (the back half
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// of main.c main()).
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func (g *RogueGame) startLevel() {
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if g.restored {
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return
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}
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g.NewLevel() // draw current level
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// Start up daemons and fuses
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g.StartDaemon(DRunners, 0, After)
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g.StartDaemon(DDoctor, 0, After)
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g.Fuse(DSwander, 0, wanderTime(g), After)
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g.StartDaemon(DStomach, 0, After)
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}
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// playit is the main loop of the program (main.c playit).
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func (g *RogueGame) playit() {
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g.prePlay()
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for g.Playing {
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g.command() // command execution
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}
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g.endit()
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}
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// prePlay does the option and position setup at the top of playit,
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// before the command loop (main.c playit). It is split out so tests can
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// drive a bounded number of turns; the loop itself never returns,
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// because game-over exits the process.
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func (g *RogueGame) prePlay() {
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// set up defaults for modern terminals: curses' md_hasclreol() is
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// always true, so the C default inventory style applies
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if !g.restored {
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g.Options.InvType = InvClear
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}
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// parse environment declaration of options (C parses ROGUEOPTS again
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// here, letting it override the terminal defaults)
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if g.rogueOpts != "" {
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g.ParseOpts(g.rogueOpts)
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}
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g.Oldpos = g.Player.Pos
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g.Oldrp = g.roomIn(g.Player.Pos)
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}
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// endit exits the game (main.c endit).
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func (g *RogueGame) endit() {
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g.fatal("Okay, bye bye!\n")
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}
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// fatal prints a message and leaves (main.c fatal).
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func (g *RogueGame) fatal(s string) {
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g.mvaddstr(NumLines-2, 0, s)
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g.refresh()
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g.myExit()
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}
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// quit has the player make certain, then exits (main.c quit). The final
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// scoring display arrives with the endgame phase.
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func (g *RogueGame) quit(int) {
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// Reset the message position in case we got here via an interrupt
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if !g.QComm {
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g.Msgs.Mpos = 0
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}
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oy, ox := g.scr.Std.GetYX()
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g.msg("really quit?")
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if g.readchar() == 'y' {
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g.clear()
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g.scr.Std.MvPrintwf(NumLines-2, 0, "You quit with %d gold pieces", g.Player.Purse)
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g.move(NumLines-1, 0)
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g.refresh()
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g.score(g.Player.Purse, 1, 0)
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g.myExit()
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return
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}
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g.move(0, 0)
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g.clrtoeol()
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g.status()
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g.move(oy, ox)
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g.refresh()
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g.Msgs.Mpos = 0
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g.Count = 0
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g.ToDeath = false
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}
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