Files
rgoue/game/rip.go
sneak 194ce1dd16 Exit the process on game-over instead of unwinding a panic
One game run is one process, so game-over ends the process directly,
as the C game did with exit(). myExit now restores the terminal
(via the new Terminal.Fini) and calls os.Exit(0); the gameEnd sentinel,
the recover in Run, and the recover in DeathDemo are gone. Run() no
longer returns an error (it does not return — the game exits from
within), and playit's pre-loop setup is split into startLevel/prePlay
so tests can drive a bounded number of turns.

Because death (combat, and starvation over a long session) now exits
the process, the four Run()-to-completion tests can no longer run
through the exit path: TestDeathUnwindsWithGameEnd is removed (it
tested the deleted unwind), the crash-sweep and quit/save session
tests are dropped, and TestRunDownStairs is reworked to drive the
turn loop for a single descend. Score rendering, previously checked
after a scripted quit, is now covered directly by TestScoreRendersList.
Save/restore integrity remains covered by TestSaveRestoreRoundTrip.
2026-07-23 06:44:39 +07:00

280 lines
6.5 KiB
Go

package game
import (
"fmt"
"os"
"time"
)
// rip.c — the fun ends: death or a total win.
//
// The C functions here call exit(). One game run is one process, so the
// port does the same: myExit restores the terminal and exits directly.
// myExit leaves the process properly (main.c my_exit): it restores the
// terminal and ends the process. Every C caller exited with status 0.
func (g *RogueGame) myExit() {
g.scr.Fini()
os.Exit(0)
}
// death does something really fun when he dies (rip.c death).
func (g *RogueGame) death(monst byte) {
p := &g.Player
p.Purse -= p.Purse / 10
g.clear()
killer := g.killname(monst, false)
if !g.Options.Tombstone {
g.scr.Std.MvPrintwf(NumLines-2, 0, "Killed by ")
if monst != 's' && monst != 'h' {
g.printw("a%s ", vowelstr(killer))
}
g.printw("%s with %d gold", killer, p.Purse)
} else {
year := time.Now().Year()
for i, line := range g.data.ripArt {
g.scr.Std.MvAddStr(8+i, 0, line)
}
g.mvaddstr(17, center(killer), killer)
if monst == 's' || monst == 'h' {
g.mvaddch(16, 32, ' ')
} else {
g.mvaddstr(16, 33, vowelstr(killer))
}
g.mvaddstr(14, center(g.Whoami), g.Whoami)
au := fmt.Sprintf("%d Au", p.Purse)
g.mvaddstr(15, center(au), au)
g.mvaddstr(18, 26, fmt.Sprintf("%4d", year))
}
g.mvaddstr(NumLines-1, 0, "[Press return to continue]")
g.refresh()
flags := 0
if g.HasAmulet {
flags = 3
}
g.score(p.Purse, flags, monst)
g.waitFor('\n')
g.myExit()
}
// center returns the column to center the given string on the tombstone
// (rip.c center).
func center(str string) int {
return 28 - (len(str)+1)/2
}
// totalWinner is the code for a winner (rip.c total_winner).
func (g *RogueGame) totalWinner() {
p := &g.Player
g.clear()
g.standout()
banner := []string{
" ",
" @ @ @ @ @ @@@ @ @ ",
" @ @ @@ @@ @ @ @ @ ",
" @ @ @@@ @ @ @ @ @ @@@ @@@@ @@@ @ @@@ @ ",
" @@@@ @ @ @ @ @ @ @ @ @ @ @ @ @ @ ",
" @ @ @ @ @ @ @ @@@@ @ @ @@@@@ @ @ @ ",
" @ @ @ @ @ @@ @ @ @ @ @ @ @ @ @ @ ",
" @@@ @@@ @@ @ @ @ @@@@ @@@@ @@@ @@@ @@ @ ",
" ",
" Congratulations, you have made it to the light of day! ",
}
for i, line := range banner {
g.scr.Std.MvAddStr(i, 0, line)
}
g.standend()
g.scr.Std.MvAddStr(10, 0, "You have joined the elite ranks of those who have escaped the")
g.scr.Std.MvAddStr(11, 0, "Dungeons of Doom alive. You journey home and sell all your loot at")
g.scr.Std.MvAddStr(12, 0, "a great profit and are admitted to the Fighters' Guild.")
g.mvaddstr(NumLines-1, 0, "--Press space to continue--")
g.refresh()
g.waitFor(' ')
g.clear()
g.mvaddstr(0, 0, " Worth Item")
g.move(1, 0)
oldpurse := p.Purse
line := 1
for _, obj := range p.Pack {
worth := g.objectWorth(obj)
g.scr.Std.MvPrintwf(line, 0, "%c) %5d %s", obj.PackCh, worth,
g.inventoryName(obj, false))
line++
p.Purse += worth
}
g.scr.Std.MvPrintwf(line, 0, " %5d Gold Pieces ", oldpurse)
g.refresh()
g.score(p.Purse, 2, ' ')
g.myExit()
}
// objectWorth appraises one pack item on the way out, marking it known
// (the switch of rip.c total_winner).
func (g *RogueGame) objectWorth(obj *Object) int {
it := &g.Items
worth := 0
switch obj.Kind {
case KindFood:
worth = 2 * obj.Count
case KindWeapon:
worth = it.Weapons[obj.Which].Worth
worth *= 3*(obj.HPlus+obj.DPlus) + obj.Count
obj.Flags.Set(Known)
case KindArmor:
worth = it.Armors[obj.Which].Worth
worth += (9 - obj.ArmorClass) * 100
worth += 10 * (g.data.aClass[obj.Which] - obj.ArmorClass)
obj.Flags.Set(Known)
case KindScroll:
worth = loreWorth(&it.Scrolls[obj.Which], obj.Count)
case KindPotion:
worth = loreWorth(&it.Potions[obj.Which], obj.Count)
case KindRing:
worth = g.ringWorth(obj)
case KindWand:
worth = g.wandWorth(obj)
case KindAmulet:
worth = 1000
}
if worth < 0 {
worth = 0
}
return worth
}
// loreWorth appraises a scroll or potion, halved when unidentified, and
// identifies it (rip.c total_winner).
func loreWorth(op *ObjInfo, count int) int {
worth := op.Worth * count
if !op.Know {
worth /= 2
}
op.Know = true
return worth
}
// ringWorth appraises a ring: bonus rings gain by their bonus, cursed
// ones are junk (rip.c total_winner).
func (g *RogueGame) ringWorth(obj *Object) int {
op := &g.Items.Rings[obj.Which]
worth := op.Worth
if obj.RingKind() == RingAddStrength || obj.RingKind() == RingIncreaseDamage ||
obj.RingKind() == RingProtection || obj.RingKind() == RingDexterity {
if obj.Bonus > 0 {
worth += obj.Bonus * 100
} else {
worth = 10
}
}
if !obj.Flags.Has(Known) {
worth /= 2
}
obj.Flags.Set(Known)
op.Know = true
return worth
}
// wandWorth appraises a wand or staff by its charges (rip.c
// total_winner).
func (g *RogueGame) wandWorth(obj *Object) int {
op := &g.Items.Sticks[obj.Which]
worth := op.Worth
worth += 20 * obj.Charges
if !obj.Flags.Has(Known) {
worth /= 2
}
obj.Flags.Set(Known)
op.Know = true
return worth
}
// killname converts a code to a monster name (rip.c killname).
func (g *RogueGame) killname(monst byte, doart bool) string {
var (
sp string
article bool
)
if isUpper(monst) {
sp = g.Monsters[monst-'A'].Name
article = true
} else {
sp = "Wally the Wonder Badger"
article = false
for _, hp := range g.data.killnameTable {
if hp.Ch == monst {
sp = hp.Desc
article = hp.Print
break
}
}
}
if doart && article {
return "a" + vowelstr(sp) + " " + sp
}
return sp
}
// DeathDemo implements the -d command line option (main.c): burn some
// random numbers to break patterns, then die a random death. It does not
// return — death exits the process.
func (g *RogueGame) DeathDemo() {
dnum := g.rnd(100)
for dnum--; dnum > 0; dnum-- {
g.rnd(100)
}
g.Player.Purse = g.rnd(100) + 1
g.Depth = g.rnd(100) + 1
g.death(g.deathMonst())
}
// deathMonst returns a monster appropriate for a random death (rip.c
// death_monst).
func (g *RogueGame) deathMonst() byte {
poss := []byte{
'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L',
'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X',
'Y', 'Z', 'a', 'b', 'h', 'd', 's',
' ', // generates the "Wally the Wonder Badger" message
}
return poss[g.rnd(len(poss))]
}