Three behaviors from 5.4.4 that the port dropped silently. Each is a few
lines; grouped because they are all "restore something C did".
1. sticks.c 237: the "otherwise" arm closing do_zap's switch printed
"what a bizarre schtick!", and doZap had turned it into doing nothing.
The arm is under #ifdef MASTER, not under a runtime wizard test, so in
the MASTER build this port is it printed for every player and must not
be gated on g.Wizard. WS_NOP is a case of that switch in its own right
("when WS_NOP: break;"), so "no handler ran" cannot be the trigger:
the wand of nothing does nothing quietly. C's switch covers all 14 WS_
values, so its otherwise is reachable only for an o_which outside the
table, which is what Object.hasValidWhich already screens for. All
three arms fall through to obj.Charges--, as C's do.
2. command.c 288-291: CTRL('R') is "after = FALSE; clearok(curscr, TRUE);
wrefresh(curscr);" — a forced full repaint. The port called
g.refresh(), the ordinary diffing blit, which cannot fix the only
situation the command exists for: a screen corrupted by another
program's output leaves the game's record of it still correct, so the
diff sends nothing. New Terminal.Repaint (tcell Screen.Sync, which
discards tcell's record of the terminal rather than diffing against
it), Screen.Repaint and g.repaint(), implemented in term.Tcell and in
both headless test terminals. Named for the curses operation: the
interface is the game's abstraction, not tcell's. It repaints what was
last rendered — C repainted curscr, not stdscr — so it takes no
window.
3. main.c 107-113: the startup greeting existed nowhere in the tree. New
game.Greeting, printed on stdout by cmd/rogue/main.go before
term.New(), the port's initscr(). Only the wizard wording is #ifdef
MASTER; the other is unconditional. The %d is dnum, which main.c has
just assigned to seed, so it is Params.Seed. Neither wording ends in a
newline. Two placement details the tests pin: the printf sits after
parse_opts, so a ROGUEOPTS name= is what the player is greeted by; and
it sits after the -s/-d handling and after restore(), which never
returns, so a resumed game does not announce that a dungeon is being
dug (digsNewDungeon).
Greeting parses ROGUEOPTS into a throwaway game built the way New builds
the real one, tables and home directory included: ParseOpts handles every
option, not just the one the greeting reads, and inven= is matched
against inv_t_name[], which lives on the game.
All three message strings verified byte-for-byte against origin/c-master
sticks.c and main.c. No RNG call is added on any path and nothing under
game/testdata/ changed; TestSeedCompatItemTables is green against the
untouched golden.
Mutation-proved, each behavior removed in turn with only its own test
failing: dropping the message arm fails
TestZapUnhandledWandSaysBizarreSchtick; extending the message to WS_NOP
fails TestZapWandOfNothingIsSilent; putting g.refresh() back fails
TestRedrawCommandForcesFullRepaint; swapping the two wordings, and
ignoring the ROGUEOPTS name, both fail TestGreeting; greeting on the
restore path fails TestDigsNewDungeon.
ARCHITECTURE.md 5.3 gains Repaint and why a blit cannot substitute for
it; nothing here is deliberately dropped, so section 9 is unchanged.
TODO.md gets a Completed Steps entry; Next Step deliberately not rotated,
this being out-of-band issue work.
358 lines
11 KiB
Go
358 lines
11 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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import "fmt"
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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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// Greeting is the line C printed on stdout while the player waited for
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// the dungeon to be dug, immediately before initscr() (main.c main). The
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// caller prints it before the terminal package takes the screen, which is
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// where initscr() sat; there is no trailing newline in either wording,
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// because C followed the printf with fflush and let curses have the
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// display.
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//
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// Only the wizard wording is #ifdef MASTER in C, and it carries the
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// dungeon number, which is the seed (main.c assigns seed = dnum right
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// after choosing dnum). The other wording is unconditional.
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//
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// The name is C's whoami, resolved the way main.c resolves it: parse_opts
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// runs before the printf, so a ROGUEOPTS "name=" setting is what the
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// player is greeted by, and the account name is only the fallback. New
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// does the same parse a moment later; doing it here too is safe because
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// ParseOpts does nothing but assign into the fields it is handed — no
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// RNG, no screen — so it cannot disturb the item tables the seed-compat
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// golden pins.
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//
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// The game it parses into is a throwaway, but it is built the way New
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// builds the real one, because ParseOpts handles every option and not
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// just the one this function reads: "inven=" is matched against the
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// inv_t_name[] table and "file=~/..." against the home directory, both
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// of which live on the game. A greeting that skimped on them faulted on
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// a perfectly legal ROGUEOPTS before the player saw a single character.
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func Greeting(params Params) string {
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whoami := params.Name
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if params.RogueOpts != "" {
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opts := &RogueGame{
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data: newGameData(),
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Whoami: params.Name,
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Home: params.Home,
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}
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opts.ParseOpts(params.RogueOpts)
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whoami = opts.Whoami
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}
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if params.Wizard {
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return fmt.Sprintf("Hello %s, welcome to dungeon #%d",
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whoami, params.Seed)
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}
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return fmt.Sprintf(
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"Hello %s, just a moment while I dig the dungeon...", whoami)
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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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