rooms.c, passages.c, new_level.c ported in full: room/maze layout, corridor spanning tree with extra connections, passage numbering flood fill, trap/stairs/object placement, treasure rooms. Careful RNG-call ordering throughout keeps generation seed-faithful to C. Supporting subsystems this depends on, also ported: - screen.go: curses replaced by in-memory Window cell buffers behind a Terminal interface (tcell arrives with the UI phase; tests run headless) - io.go: msg/addmsg/endmsg message-line protocol, status line, step_ok - pack.c in full (add_pack sorting/stacking walk, get_item, inventory) - things.c in full (inv_name, new_thing, discovery lists, pagination) - monsters.c in full; chase.c navigation half (roomin/cansee/see_monst/ find_dest/runto/set_oldch); rings.c, armor.c in full - weapons.c/sticks.c creation half (init_weapon, fix_stick, num) - misc.c look() display update, eat, level-up, direction input - daemons.c callbacks except stomach (needs death()) and the runners chase driver (combat phase) - init.c init_player with the starting kit Tests: level invariants across seeds, determinism, 30-depth sweep.
199 lines
5.5 KiB
Go
199 lines
5.5 KiB
Go
package game
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import "fmt"
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// The screen layer replaces curses. Game code draws into Window cell
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// buffers (stdscr and the hw scratch window); a Terminal implementation
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// blits them to a real device. Tests run with a scripted Terminal (or none
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// at all), which is also how the "screen is a data structure" idiom —
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// C code reading back what it drew with inch() — stays intact headlessly.
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// Terminal is the physical device: a tcell screen in the real game, a
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// script in tests.
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type Terminal interface {
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// Render blits the window to the device.
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Render(w *Window)
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// ReadChar blocks for the next key, translated to Rogue's input bytes
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// (arrows become hjkl, control keys their C0 codes).
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ReadChar() byte
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}
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// cell is one screen position.
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type cell struct {
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ch byte
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standout bool
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}
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// Window is an in-memory curses window: a cell grid with a cursor and a
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// standout attribute.
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type Window struct {
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rows, cols int
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cells []cell
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cy, cx int
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standout bool
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}
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// NewWindow returns a cleared window.
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func NewWindow(rows, cols int) *Window {
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w := &Window{rows: rows, cols: cols, cells: make([]cell, rows*cols)}
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w.Clear()
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return w
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}
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func (w *Window) at(y, x int) *cell { return &w.cells[y*w.cols+x] }
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// Move positions the cursor (curses move/wmove).
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func (w *Window) Move(y, x int) { w.cy, w.cx = y, x }
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// GetYX reports the cursor position (curses getyx).
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func (w *Window) GetYX() (y, x int) { return w.cy, w.cx }
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// AddCh writes a character at the cursor and advances it (curses addch).
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func (w *Window) AddCh(ch byte) {
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if ch == '\n' {
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w.cy, w.cx = w.cy+1, 0
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return
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}
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if w.cy < 0 || w.cy >= w.rows || w.cx < 0 || w.cx >= w.cols {
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return
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}
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*w.at(w.cy, w.cx) = cell{ch: ch, standout: w.standout}
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if w.cx++; w.cx >= w.cols {
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w.cx = 0
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if w.cy < w.rows-1 {
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w.cy++
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}
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}
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}
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// AddStr writes a string at the cursor (curses addstr).
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func (w *Window) AddStr(s string) {
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for i := 0; i < len(s); i++ {
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w.AddCh(s[i])
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}
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}
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// MvAddCh moves then writes (curses mvaddch).
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func (w *Window) MvAddCh(y, x int, ch byte) {
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w.Move(y, x)
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w.AddCh(ch)
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}
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// MvAddStr moves then writes (curses mvaddstr).
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func (w *Window) MvAddStr(y, x int, s string) {
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w.Move(y, x)
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w.AddStr(s)
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}
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// Printw writes formatted text at the cursor (curses printw).
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func (w *Window) Printw(format string, a ...any) {
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w.AddStr(fmt.Sprintf(format, a...))
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}
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// MvPrintw moves then writes formatted text (curses mvprintw).
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func (w *Window) MvPrintw(y, x int, format string, a ...any) {
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w.Move(y, x)
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w.Printw(format, a...)
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}
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// Inch returns the character under the cursor (curses inch, sans
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// attributes — the C code always strips them with CCHAR).
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func (w *Window) Inch() byte {
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if w.cy < 0 || w.cy >= w.rows || w.cx < 0 || w.cx >= w.cols {
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return ' '
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}
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return w.at(w.cy, w.cx).ch
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}
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// MvInch moves then reads (curses mvinch).
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func (w *Window) MvInch(y, x int) byte {
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w.Move(y, x)
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return w.Inch()
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}
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// Standout sets or clears the standout attribute for subsequent writes
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// (curses standout/standend).
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func (w *Window) Standout(on bool) { w.standout = on }
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// Clear blanks the window and homes the cursor (curses clear/wclear).
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func (w *Window) Clear() {
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for i := range w.cells {
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w.cells[i] = cell{ch: ' '}
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}
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w.cy, w.cx = 0, 0
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}
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// Clrtoeol blanks from the cursor to the end of the line (curses clrtoeol).
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func (w *Window) Clrtoeol() {
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if w.cy < 0 || w.cy >= w.rows {
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return
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}
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for x := w.cx; x < w.cols; x++ {
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*w.at(w.cy, x) = cell{ch: ' '}
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}
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}
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// CopyFrom copies another window's contents (curses overwrite).
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func (w *Window) CopyFrom(src *Window) {
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copy(w.cells, src.cells)
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}
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// Line returns row y as a trimmed string; used by tests and the death/
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// victory screens.
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func (w *Window) Line(y int) string {
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buf := make([]byte, w.cols)
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for x := 0; x < w.cols; x++ {
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buf[x] = w.at(y, x).ch
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}
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return string(buf)
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}
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// Screen bundles the two windows the game draws on with the device that
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// shows them.
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type Screen struct {
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term Terminal
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Std *Window // stdscr: the dungeon view
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Hw *Window // hw: the scratch window for overlays
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}
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// NewScreen builds the standard 24x80 game screen.
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func NewScreen(term Terminal) *Screen {
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return &Screen{
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term: term,
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Std: NewWindow(NumLines, NumCols),
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Hw: NewWindow(NumLines, NumCols),
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}
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}
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// Refresh pushes stdscr to the device (curses refresh).
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func (s *Screen) Refresh() {
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if s.term != nil {
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s.term.Render(s.Std)
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}
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}
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// RefreshWin pushes an arbitrary window to the device (curses wrefresh).
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func (s *Screen) RefreshWin(w *Window) {
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if s.term != nil {
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s.term.Render(w)
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}
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}
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// Thin RogueGame wrappers so ported bodies keep their curses shape.
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func (g *RogueGame) move(y, x int) { g.scr.Std.Move(y, x) }
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func (g *RogueGame) addch(ch byte) { g.scr.Std.AddCh(ch) }
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func (g *RogueGame) addstr(s string) { g.scr.Std.AddStr(s) }
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func (g *RogueGame) mvaddch(y, x int, c byte) { g.scr.Std.MvAddCh(y, x, c) }
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func (g *RogueGame) mvaddstr(y, x int, s string) {
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g.scr.Std.MvAddStr(y, x, s)
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}
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func (g *RogueGame) printw(f string, a ...any) { g.scr.Std.Printw(f, a...) }
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func (g *RogueGame) inch() byte { return g.scr.Std.Inch() }
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func (g *RogueGame) mvinch(y, x int) byte { return g.scr.Std.MvInch(y, x) }
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func (g *RogueGame) standout() { g.scr.Std.Standout(true) }
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func (g *RogueGame) standend() { g.scr.Std.Standout(false) }
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func (g *RogueGame) clear() { g.scr.Std.Clear() }
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func (g *RogueGame) clrtoeol() { g.scr.Std.Clrtoeol() }
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func (g *RogueGame) refresh() { g.scr.Refresh() }
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