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