Files
rgoue/TODO.md
sneak c95f98ffe5 Port the '+' wizard-mode toggle-off (closes #11)
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.
2026-08-09 08:22:05 +00:00

32 KiB

Workflow

  • branch (from main)
  • do the work in Next Step
  • move Next Step to the top of Completed Steps
  • move the top item of Future Steps into Next Step
  • commit (TODO.md changes in the same commit as the work)
  • merge to main if the branch is not protected, otherwise open a PR
  • push

Status

pre-1.0

The port on main is complete and faithful (function-by-function from Rogue 5.4.4 C; reference sources on c-master/modern-rogue). Current phase: refactor from a transliterated port into idiomatic Go — one feature branch per step below, descriptive naming, real types, house style per ~/dev/prompts/prompts/CODE_STYLEGUIDE_GO.md.

Refactor ground rules:

  • Behavior must not change unless a step says so. The full test suite (scripted sessions, generation invariants, C-compatible RNG goldens) gates every step; 80x24 seed-compatible gameplay stays intact.
  • Renames keep the C lineage greppable: doc comments retain their "(file.c func_name)" breadcrumbs, and the docs refresh step adds a C-name → Go-name table to ARCHITECTURE.md.

Next Step

Broaden unit test coverage where playtesting finds thin spots (rings, sticks, wizard commands).

Completed Steps

  • 2026-08-09 The '+' wizard-mode toggle (fix/wizard-toggle-off, closes #11): C's command.c 317-338 has a when '+' arm that leaves wizard mode — wizard = FALSE, turn_see(TRUE), msg("not wizard any more") — and the port had no '+' anywhere, so the key fell through dispatchKey's default to illcom and answered "illegal command '+'". The password half of that arm was dropped on purpose (wizard mode is ROGUE_WIZARD configuration) and is in ARCHITECTURE.md §9; the leave half was lost silently and is not the same decision — it does not touch the password machinery at all. The substantive part is turn_see(TRUE), not the flag: wizard sight draws every monster the hero cannot see, so without the re-hide there is no way back to normal visibility once wizard mode is on, and clearing the flag alone would have left the screen lying. New wizardToggleCommand in game/command.go, registered in commandHandlers between '^' and Escape — C's own switch order, and note that C's arm sits in the main command switch under #ifdef MASTER, not in the if (wizard) switch (ch) sub-switch that wizardCommand ports, so it is reachable whether or not wizard is set. That makes the non-wizard case a divergence too, and 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" — 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 function's doc comment and in §9, whose password row now names the '+' enter arm and whose new paragraph records that the leave arm is ported in full. Two tests in game/wizard_test.go 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 — monster glyph drawn in standout at its cell, SenseMonsters set — and then asserts the flag cleared, SenseMonsters cleared, the cell back to the map char under the monster with standout off, the exact message, and After false; the non-wizard one pins "sorry" and that '+' is no longer an illegal command. Mutation-proved: deleting the turnSee(true) call fails the test on all three visibility assertions, which is the half a flag-only test would have missed. No RNG call is added — the turn_off arm of turn_see never reaches rnd, only the turn-on arm does — and TestSeedCompatItemTables stays green against the untouched golden. Next Step deliberately not rotated: out-of-band issue work.

  • 2026-08-09 Cleanups deferred from the PR #26 review (cleanup/pr26-followups, closes #27): four items, no behaviour change. (1) The sig-leave entry below still argued, in the present tense, that declining to save on SIGINT/SIGQUIT was the safe choice because AutoSave encodes live state after removing the file — both halves untrue since #24, and the entry read as a claim about how the code works now rather than a record of what was weighed then. It is in the past tense and marked superseded, pointing at the fix/autosave-race entry. Nothing else in the file was touched — in particular the err113 linter name in the 2026-07-06 entry, which a grep for 113 still matches, and the "over a hundred reports" wording the #26 rework had already corrected. Note for anyone chasing this class of bug: the false claim was in the #12 entry, not the #24 one, whose account of the old remove-then-write is correctly past tense — find these by content, since make fmt reflows the file and cited line numbers rot. (2) encodeSnapshot is writeSnapshotFile: it encodes, fsyncs, chmods 0400 and closes, and the old name claimed only the first of those. One call site (saveFile), and the doc comment now lists what it does and why the fsync is there. (3) TestAutoSaveOnSignalWhileInShellEscape used t.Error for its precondition, so a save that was never taken fell through into assertRestorable, which can then only report a second, derived failure; it is t.Fatal, matching the identical assertion in the blocked-on-input test. (4) serviceAutoSaveRequest's doc comment had a 24-column stub line ("The result is still a") left by an earlier edit — gofmt does not rewrap comments, so fmt-check was legitimately green and nothing would ever have caught it. Rewrapped to the block's width. Next Step deliberately not rotated: out-of-band issue work.

  • 2026-08-09 Signal-time autosave moved onto the game goroutine (fix/autosave-race, closes #24): the SIGHUP/SIGTERM handler gob-encoded the live game tree from the signal goroutine while the game goroutine was mid-turn mutating it, and AutoSave removed the save file before encoding — so the failure mode was not a stale save but a deleted one followed by a possibly torn replacement, with a window in which the player had neither. make test has run with -race since 2026-08-09 and was green, because no test had ever driven the turn loop concurrently with a signal: evidence of untested, not of safe. The handler now writes nothing itself. AutoSaveOnSignal posts a request on a one-deep channel, wakes the input read, and waits up to signalSaveTimeout (3s) for the game goroutine to take it; the encode happens on the goroutine that owns the state. The blocked-on-input case is the whole point — a dropped connection lands while the player is thinking, so a flag checked only between turns would never be looked at — and it is handled by making the read interruptible: Terminal.ReadChar returns (byte, bool) with ok == false meaning "woken by Interrupt, no key", term.Tcell.Interrupt posts a tcell.EventInterrupt onto tcell's own event queue to unpark PollEvent, and readchar services the request and reads again, so no caller sees the wake-up. The other unbounded park is the ! shell escape, where a hangup used to save and would otherwise have regressed to not saving: the shell now runs on a helper goroutine and runShellEscape selects on {shell finished, save request}, keeping the encode on the game goroutine while it draws nothing. Between turns (command) covers a game that is busy rather than parked. The wait is bounded so that a game goroutine wedged with no service point can never stop a signal from getting the process out; giving up costs nothing now that saveFile writes a temporary file in the save's own directory, fsyncs it, and renames it over the target instead of truncating in place — a failed or skipped save leaves the previous save whole. New game/autosave_test.go drives the real turn loop while a second goroutine asks for 25 saves (the interleaving that never existed before), plus the parked-on-input case with a terminal fake that genuinely blocks, the shell case, the deadline case (previous save byte-for-byte intact), the no-file-name case, and the rename discipline — the last pinned by a handle opened before the save, which still reads the old file whole after it. Each was mutation-proved: reverting AutoSaveOnSignal to encode on the calling goroutine (the pre-fix behavior) makes the turn-loop test fail under -race with over a hundred reports, and removing each of the three service points fails exactly the test for that park with its own message. pendingSaver now reads the game out from under its mutex instead of delegating with it held, because the delegated call blocks until the save is taken — the PR #23 review's N3 note, load-bearing rather than hypothetical, and pinned by a test. The SIGINT/SIGQUIT no-save decision and the single-signal-read ordering guarantee are untouched; savesOnSignal's third ground ("safety") is rewritten, since the corruption window it weighed no longer exists. MEMORY.md stops listing signal-time autosave among the deliberate _ = discards and states the new discipline; ARCHITECTURE.md §5.3, the Terminal sketch, the C-to-Go mapping row and §9's SIGTSTP paragraph are corrected to match. Two things review caught and this entry records so they are not undone: moving the shell onto a helper goroutine also moved term.Tcell.ShellEscape's panic on a failed Screen.Resume there, and a panic at the top of any goroutine kills the process without running the deferred calls of the others — including cmd/rogue/main.go's defer t.Fini(), so the tty would have been left raw on exactly the path where the terminal is already broken (issue #12's failure, reintroduced on a new path). runShellEscape recovers the helper's panic and re-raises it on the game goroutine, pinned by TestShellEscapePanicUnwindsTheGameGoroutine. And the doc comment took two rounds to get right: the first version claimed in four places that nothing is half-mutated at the readchar service point, and the revision that fixed that claimed two of the three service points were between-commands. Both are false. Only the check at the top of command is between commands — readchar is reached from mid-command prompts, and runShellEscape is reached from shell, an ordinary '!' command handler dispatched inside command, with that turn's DoDaemons(Before)/DoFuses(Before) already fired and its AFTER pass and ring effects not yet. What is actually guaranteed is that the encode runs on the state-owning goroutine, so the snapshot is internally consistent and restorable, though it may freeze a command half applied. Next Step deliberately not rotated: out-of-band issue work.

  • 2026-08-09 Signal-time terminal restore (sig-leave, closes #12): the port handled only SIGHUP and SIGTERM, so SIGINT and SIGQUIT killed the process with tcell still holding the tty, leaving the user at a shell with no echo. All four signals now go to one os/signal channel read by one goroutine in cmd/rogue/main.go, and every path calls Terminal.Fini before os.Exit(0) — C's leave(), "leave quickly but curteously". The decision (written into the savesOnSignal comment): SIGHUP/SIGTERM keep autosaving, SIGINT/SIGQUIT restore and exit without saving. C never saves on INT or QUIT anywhere — leave() is endwin-and-exit, quit() confirms/scores/exits, endit() goes through fatal(), and save.c auto_save is reserved for HUP/TERM — and the semantics agree: HUP/TERM are involuntary teardown worth rescuing a game from, while INT/QUIT are a deliberate "stop now" that must not become a one-keystroke checkpoint against a save discipline built to be anti-save-scum. A third ground was weighed at the time and has since been superseded: back then AutoSave gob-encoded live state that the main goroutine was still mutating, after removing the old file, so declining to save on the signals with nothing to rescue was also the option with no corruption window. That window is gone as of the fix/autosave-race entry above (#24) — the encode now runs on the game goroutine and saveFile renames a temporary file into place — so nothing here should be read as a statement about how saving works now; the split stands on C and on semantics alone, as the current savesOnSignal comment says. The single-reader design closes the window the issue warned about: a second signal arriving mid-save stays unread in the buffer instead of exiting out from under the writer (TestLeaveOnSignalIgnoresLaterSignals reproduces exactly that interleaving). New cmd/rogue/main_test.go pins the membership of handledSignals() itself (TestHandledSignalsSet — without it the rest of the file, which iterates that set, would pass against a set that had silently lost SIGINT and SIGQUIT again), and covers the ordering for each signal, the save/no-save split against savesOnSignal, the mid-save-second-signal case, the pre-game pendingSaver window, and real SIGINT/SIGQUIT/SIGHUP/SIGTERM delivered to the test process through the same notifySignals wiring the game uses; the tty leaving raw mode is the one step not checkable headlessly (it needs a controlling terminal), and term.Tcell.Fini is a direct pass-through to tcell's Screen.Fini that myExit already depends on. Two premises in the issue turned out to be wrong and are recorded in ARCHITECTURE.md: leave() is not installed on SIGINT/SIGQUIT during play (the wiring is in mdport.c, the shipped build calls md_onsignal_default() and installs nothing, and leave() appears only in the endgame paths of rip.c/main.c), and Ctrl-C never generated SIGINT here anyway, since tcell's raw mode clears ISIG and the key arrives as byte 0x03 — as it did in C, whose setup() calls curses raw(). The real exposure is kill -INT/kill -QUIT, a SIGINT to the process group while the ! shell escape has the screen suspended, and the window after term.New(): nothing is raw before it, and the handlers used to be installed only once the game existed, leaving the restore path and -d's DeathDemo() — which never returns, blocking in waitFor inside death() — running raw with no handler at all. The handlers are therefore installed immediately after term.New(), with the game handed to them afterwards via pendingSaver; a signal before the game exists restores the terminal and exits with nothing to save, and the SIGHUP/SIGTERM autosave behavior on the play path is unchanged. ARCHITECTURE.md §9 gained rows for SIGTSTP/tstp() (dropped: raw mode means Ctrl-Z cannot reach us, a suspend from the signal goroutine would race the drawing goroutine, and C armed tstp only after a restore(); the ! shell escape covers the need), for SIGINT not routing to the interactive quit() prompt, and for auto_save on the fault signals; §5.3's claim that tcell handles SIGTSTP was false — tcell registers only SIGWINCH — and is corrected. Next Step deliberately not rotated: out-of-band issue work.

  • 2026-08-09 Wizard-create bounds fix (fix/wizard-which-bounds, closes #10): createObj stored the raw 0-f nibble as Object.Which with no bounds check, so wizard mode -> C -> / -> f produced a wand numbered 15 against a 14-entry table and panicked in fixStick. Input outside 0-f overshoots much further rather than going negative: readchar returns a byte, so the int(ch-'a') + 10 branch is byte arithmetic and wraps — 'A' gives 234 and '!' gives 202 — and panicked the same way. C's create_obj() was equally unchecked, but every C consumer was either a switch (defined for any value) or a static-array read past the end (undefined, and survivable in practice), whereas since refactor step 8 one game is one process, so the Go panic kills the game with the terminal still in raw mode. Fixed at the two boundaries a bad Which can enter through: createObj now rejects an out-of-range choice with a message built from C's own type_name() vocabulary and adds nothing to the pack (a deliberate, commented divergence, since C had no defined behavior here to be faithful to), and Restore refuses a snapshot describing such an object (ErrSaveCorrupt) instead of loading a game that would explode later. Behind those, whichLimit/hasValidWhich back defensive guards at every dispatch named in the issue: the three effect tables (the new quaffHandler, readHandler, and zapHandler accessors return no handler rather than indexing — for wands that is exactly non-MASTER C, which matched no case and still ran o_charges--), the callIt lore lookups, identifyType (whose table is shorter than the scroll table keying it, though no scroll that can reach readIdentify overshoots it, so that one is defensive rather than a live bound), armorClass for the four a_class[] reads, initWeapon against the missing init_dam[] row for WeaponFlame, fixStick's ws_type[] read, and inventoryName, hoisted so one check covers the scroll-title read the issue listed plus its potion-color, ring-stone, wand-material, weapon and armor siblings. objectWorth got the same hoisted guard, since the death-screen appraisal reads the identical per-kind tables. No in-range input changes behavior and no guard consumes a random number — the rejection precedes every rnd() call, verified both by an explicit seed-unchanged test and by TestSeedCompatItemTables staying green untouched. New game/wizard_test.go: the exact reproducer, a rejection sweep over every indexed kind including both wrapping-input forms, an acceptance sweep proving valid choices still build the right item, one no-panic test per guarded family (wand/potion/scroll/armor/weapon), the fixStick crash site, the corrupt-save rejection over the wrapped values and a negative Which (a decoded snapshot is the only source of one, so it is what exercises the Which >= 0 arm of hasValidWhich), and a check that whichLimit still agrees with the table sizes. Each guard was confirmed load-bearing by reverting it and watching the test panic. Next Step deliberately not rotated: this was out-of-band issue work.

  • 2026-08-09 Stale-docs correction (docs-staleness, closes #3): four claims in MEMORY.md/TODO.md/README.md had gone false and were misdirecting agents — the reviewer on PR #9 repeated one of them verbatim. Each was re-verified against the tree before rewriting. (1) MEMORY.md described C's exit() being unwound by a gameEnd panic recovered in Run; refactor step 8 deleted that, gameEnd appears nowhere in the sources, and myExit (game/rip.go) now calls Terminal.Fini then os.Exit(0) while Run() never returns — so the section states the exit model and its testing consequence (a death exits the test binary; hence fortify() in game/run_test.go). (2) MEMORY.md said approved lint exceptions live in a "Repo-specific exceptions" block in .golangci.yml; no such block exists and the config is byte-identical to canonical (sha256 021cc83f…46bcb), the approvals having moved to in-code //nolint directives carrying their dates — and paralleltest was listed as an approved disable when it was in fact fixed (no paralleltest token in the tree; 32 t.Parallel() calls against 32 tests). (3) MEMORY.md "Debugging" and (4) README.md both told the reader to run go test directly, which since PR #9 silently drops -timeout 30s -race -cover; both now point at make test/make check. Also dropped the false "currently v2.12.2" host linter claim from the 2026-08-07 entry (the host is v2.10.1 and nothing is pinned; the pin question is tracked separately). Documentation only — no code, Makefile, or config change; Next Step deliberately not rotated, since this was out-of-band issue work.

  • 2026-08-09 Policy-shaped make test (make-test-policy-pattern): the test: target was a bare go test $(GO_PKGS) and now runs -timeout 30s -race -cover with the mandated conditional verbose rerun (on failure it reruns with -v and then exit 1, so a flaky pass on the second attempt cannot rescue the build). $(GO_PKGS) is kept rather than hardcoding ./.... The substance was -race, not the Makefile edit: this is the first time the suite has run under the race detector, and it is clean — no data races across five consecutive uncached runs, including the tcell terminal layer and the os.Exit-path playthrough tests. Wall clock 5.1s cold (including the race build) and ~2.3s warm, against the 20s policy budget. The failure path was exercised with a throwaway failing test to confirm the rerun fires and make exits non-zero. Build tooling only; no game behavior change.

  • 2026-08-07 Canonical linter config (golangci-v2.12.2): replaced .golangci.yml with the shared canonical config (v2 schema; settings now live under linters.settings, so the lll/funlen/cyclop/dupl thresholds actually apply — the old top-level linters-settings block was silently ignored). The four repo-specific disables (mnd, exhaustive, paralleltest, testpackage) moved out of the config into targeted in-code //nolint directives carrying the original approval dates, so the config stays byte-identical to canonical. Real fixes: t.Parallel() in all 32 tests, 24 long lines wrapped or their comments tightened, control bytes in term/tcell.go as character literals, and two wsl_v5 defer cuddles. The repo has no golangci-lint version pin to bump (no Dockerfile or CI; make lint runs whatever golangci-lint is on the host).

  • 2026-07-24 Seed compatibility — item tables (seed-compat): instrumented the C reference on modern-rogue with a DUMP mode (testdata/c_seedcompat.patch) that forces the RNG seed and prints the per-seed item appearance tables (potion colors, scroll names, ring stones, wand/staff materials) before initscr, and captured its output for four seeds as testdata/item_tables.golden. TestSeedCompatItemTables regenerates the same tables from the Go port and they match byte for byte — proving the LCG and its consumption order through the whole init sequence agree with C. The remaining "same dungeon (map)" half would need the harder headless-curses C dump (new_level draws to curses); deferred — the item-table match already validates RNG-order faithfulness through init, and the Go generation goldens guard determinism thereafter.

  • 2026-07-23 Playtest hardening (playtest-hardening): added two death-safe crash-sweep drives through the real turn loop, within the step-8 os.Exit constraint (a fortify() helper pins HP/food/exp and clears the freeze/stuck counters each turn so no death exits the test binary; fixed seeds keep them deterministic). TestDeepPlaythrough uses quaff/read/zap through command dispatch, then descends to depth 8 with a save/restore at depth 4; TestTurnLoopCrashSweep mashes movement/search/rest for 200 turns on four seeds. Neither surfaced a panic. The interactive "play several games at a real tcell terminal" portion needs a human at an 80x24 terminal and is left to the maintainer; the binary's non-interactive paths (-s scores) were smoke-tested.

  • 2026-07-23 Docs refresh (docs-refresh): rewrote ARCHITECTURE.md Part 2 (the pre-implementation design sketch) to match the final code — current type/field names (ObjectKind, DiceSpec, split o_arm, step-1 flag names, TrapCount, Level list methods), the static tables now on the per-game gameData struct, the daemon/effect handler tables, the MessageLine extraction, the Terminal interface, the flat gob SaveState, and the New(Params) + os.Exit design. Added §7.1, a C-name → Go-name rename table, and a README note on the make targets.

  • 2026-07-23 Refactor step 8 (refactor/constructor-style): constructor and exit pass. NewGame(Config) → New(Params) and Restore takes Params, so the package's primary type gets the canonical New() constructor with a named-field Params struct (styleguide 139/159). The gameEnd panic unwind is gone: one game run is one process, so myExit restores the terminal (new Terminal.Fini) and calls os.Exit(0), and Run() no longer returns; the four Run()-to-completion tests were reworked/dropped since death (combat or starvation) now exits the process (TestScoreRendersList and TestRunDownStairs preserve what is still drivable; save/restore stays covered by TestSaveRestoreRoundTrip). The 77-column wrap sweep was dropped per sneak (2026-07-23): line lengths left as-is (lll caps at 88 and passes).

  • 2026-07-07 Refactor step 7 (refactor/effects-dispatch): effects dispatch tables plus a full decomposition sweep — the quaff / readScroll / doZap switches, the attack monster-power switch, the be_trapped switch, the daemon d_func switch, and the command-key switch all became handler tables on gameData (quaffHandlers, readHandlers, zapHandlers, hitHandlers, trapHandlers, daemonHandlers, commandHandlers), one small named method per case. Every remaining cyclop/gocognit/nestif hot spot was split into named helpers across fight, misc (look), command, chase, move, passages, options, pack, things, save, daemons, rooms, score, monsters, rings, rip, io, object, weapons, wizard, and term/tcell, plus three test functions. Effect order and RNG call sequence preserved throughout; the whole golangci-lint run is now 0 issues.

  • 2026-07-07 Refactor step 6 (refactor/god-object-extraction): MessageLine (was MsgLine) owns the msg/addmsg/endmsg machinery, wired to its screen/look/input needs via attach(); RogueGame keeps one-line msg/addmsgf/endmsg shorthands so call sites are unchanged. Player owns pack bookkeeping (nextPackChar, removeFromPack — the state half of leave_pack; leavePack keeps only LastPick tracking). Level owns object/monster list management and lookup (ObjectAt replaces findObj; AddObject/RemoveObject/AddMonster/RemoveMonster replace direct attachObj/detachObj/attachMon/detachMon on level lists). Inventory/pickup UI flows stay on RogueGame deliberately: they are display and turn orchestration, not state surgery.

  • 2026-07-07 Refactor step 5 (refactor/item-combat-ui-renames, three commits, one subsystem each): items — getItem→promptPackItem now returning (obj, ok), invName→inventoryName, doPot→applyPotionFuse; combat — rollEm→rollAttacks, attack/moveMonster/chaseStep return (removed bool) instead of C -1/0 int codes; UI — getDir→promptDirection. C breadcrumbs kept; suite green.

  • 2026-07-07 Refactor step 4 (refactor/movement-renames): movement/world renames (doMove→moveHero, beTrapped→springTrap, rndmove→randomStep, doRooms/doPassages/doMaze→digRooms/digPassages/digMaze, chgStr→changeStrength, doRun→startRun, moveStuff→finishMove, turnref→turnRefresh, moveMonst→moveMonster, doChase→chaseStep, setOldch→setOldChar, cansee→canSee, roomin→roomIn, runto→runTo, conn→connectRooms, putpass→putPassage, passnum→numberPassages, numpass→numberPassage, rndPos→randomPos, rndRoom→randomRoom, treasRoom→treasureRoom, accntMaze→accountMaze); all goto/label flows replaced with loops (moveHero retry loop + extracted passageTurn, dispatch re-dispatch loop, chaseStep passage loop, saveGame labeled prompt loop); C breadcrumbs kept in doc comments.

  • 2026-07-07 Lint adoption finished (refactor/no-package-globals): all 37 package-level vars moved into gameData (built by newGameData, hung on RogueGame as g.data, set in NewGame and Restore); ObjectKind Glyph()/objectKindForGlyph became switches; the table-reading subtype Stringers were removed; isMagic became a RogueGame method; goconst fixed with named word constants (potionName, goldName, staffName, ripWall, ...); testpackage and exhaustive disabled in .golangci.yml with sneak's approval (2026-07-07); misspell's corruption of the "ther" scroll syllable reverted. mnd disabled with sneak's approval (2026-07-07, follow-up commit). Remaining red: cyclop (36), nestif (30), gocognit (23) stay until step 7 fixes them per sneak's ruling.

  • 2026-07-06 Lint adoption bulk (refactor/lint-adoption, 5ba9fe8): .golangci.yml copied verbatim from the prompts repo (plus the sneak-approved paralleltest exception, 2026-07-06); ~1,500 findings fixed (autofix formatting sweep, errcheck/err113/noinlineerr error handling, forbidigo, funcorder, recvcheck pointer receivers, goprintffuncname renames msg helpers to *f, revive doc comments, gocritic switch rewrites, gosec real fixes plus justified nolints, unparam signature tightening, C-faithful "missle" spellings restored after misspell autofix changed game text).

  • 2026-07-06 Module base path updated to git.eeqj.de/sneak/rgoue (go.mod, term/ and cmd/ imports, ARCHITECTURE.md, version string).

  • 2026-07-06 Refactor step 3 (refactor/object-fields): Object.Arm split into ArmorClass/Charges/GoldValue/Bonus (rings); Stats.Arm → ArmorClass; damage strings parsed once into DiceSpec at table definition (ParseDice keeps C roll_em parse semantics, incl. "%%%x0" and "000x0" edge cases, regression-tested); save format 5.4.4-go3.

  • 2026-07-06 Refactor step 2 (refactor/typed-kinds, b940cfc): ObjectKind separates item category from map glyph (Object.Type byte → Kind ObjectKind with Glyph()); PotionKind/ScrollKind/RingKind/ WandKind/WeaponKind/ArmorKind/TrapKind typed iota enums with Stringer; typed accessors on Object; getItem/inventory/whatis filters take ObjectKind (KindCallable/KindRingOrStick replace CALLABLE/R_OR_S); save format bumped to 5.4.4-go2. Suite green.

  • 2026-07-06 Refactor step 1 (refactor/descriptive-constants): renamed all flag bits, trap types, item subtype constants, and Max* counts to descriptive names (IsHuh→Confused, SeeMonst→SenseMonsters, WsHasteM→WandHasteMonster, MaxSticks→NumWandTypes, ...); Level.NTraps→TrapCount; C names kept as comment breadcrumbs. Pure rename, suite green.

  • 2026-07-06 Made the rgoue branch Go-only: removed C sources and the autoconf/VS build system (they remain on master and modern-rogue), ported the last wizard command (item-probability listing), rewrote README.md for the Go port (c0b533e)

  • 2026-07-06 Ported the command loop, save/restore, the tcell terminal layer, and the playable binary at cmd/rogue (41fc104)

  • 2026-07-06 Ported item effects: potions, scrolls, options, call_it (cdf9bf7)

  • 2026-07-06 Ported combat, the chase driver, traps, zapping, death and scores (3c5add8)

  • 2026-07-06 Ported dungeon generation, base items, the pack, and monster creation (a69ef7d)

  • 2026-07-06 Ported the foundation: types, seed-compatible RNG, item tables, daemon scheduler (7fa2048)

  • 2026-07-06 Wrote ARCHITECTURE.md Parts 1 and 2: complete map of the C program and the Go port design (91eeee0, 45dba95)

  • Fork base: Davidslv/rogue C 5.4.4 with modernization fixes (C23 prototypes, ncurses compat), preserved on master/modern-rogue

Future Steps

  1. Tag a release once a full game (Amulet retrieval and score entry) completes without defects.
  2. Full-terminal-size support (deferred by explicit decision 2026-07-06): per-game dungeon dimensions instead of the 80x24 constants; open design questions are resize policy, gameplay tuning at larger sizes, and a --classic 80x24 mode.
  3. Note: this repo is exempt from the standard policy scaffold. A minimal dev Makefile (fmt/fmt-check/lint/test/check targets) exists per sneak's 2026-07-07 request, but do not add a Dockerfile, CI config, or REPO_POLICIES.md.