Files
rgoue/game/screen.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

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() }