Part 2 was written as a design sketch before the port was implemented and refactored, so much of it described the planned code rather than the final code. Updated the RogueGame/Stats/Object/Flags/Level sketches to the current names and types (typed ObjectKind, DiceSpec, split o_arm fields, step-1 flag names, TrapCount, Level list methods); rewrote §4.7 to say the static tables now live on the per-game gameData struct (no package globals); noted the daemon and effect handler tables (step 7), the MessageLine extraction (step 6), the Terminal interface, the flat gob SaveState, and the New(Params) + os.Exit-on-game-over design (step 8). Added §7.1, a C-name → Go-name rename table, and a README note about the make targets. Docs only.
89 lines
2.7 KiB
Markdown
89 lines
2.7 KiB
Markdown
# Rogue: Exploring the Dungeons of Doom (Go port)
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[](LICENSE.TXT)
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**Rogue** is the original dungeon-crawling adventure game that spawned an entire
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genre. This branch is a faithful Go port of Rogue 5.4.4: explore procedurally
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generated dungeons, fight monsters, collect treasure, and attempt to retrieve
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the Amulet of Yendor.
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**Original authors:** Michael Toy, Ken Arnold, and Glenn Wichman (1980–1983,
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1985, 1999).
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The port is function-by-function faithful to the classic C sources — same
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dungeon generation (seed-compatible RNG), same combat math, same item tables,
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same messages. The C reference implementation lives on the `master` and
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`modern-rogue` branches; [ARCHITECTURE.md](ARCHITECTURE.md) documents both the
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original program structure and the design of this port.
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## Building and running
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Requires Go 1.25 or later and a terminal at least 80x24.
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```bash
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go build ./cmd/rogue
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./rogue
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```
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```bash
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# Restore a saved game
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./rogue ~/rogue.save
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# View high scores
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./rogue -s
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# Test the death screen (demo mode)
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./rogue -d
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```
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## In-game commands
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Press `?` in game for the full list.
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- **arrows** or **h/j/k/l/y/u/b/n** — move (shift to run, ctrl to run until
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adjacent)
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- **`.`** rest, **`s`** search for hidden doors and traps
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- **`i`** inventory, **`,`** pick up, **`d`** drop
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- **`q`** quaff potion, **`r`** read scroll, **`e`** eat food
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- **`w`** wield weapon, **`W`** wear armor, **`P`**/**`R`** put on / remove ring
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- **`t`** throw, **`z`** zap a wand, **`f`**/**`F`** fight
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- **`>`**/**`<`** take the stairs
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- **`S`** save, **`Q`** quit
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## Environment
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```bash
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# Game options, as in the original
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export ROGUEOPTS="name=YourName,terse,jump,fruit=mango"
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# Wizard (debug) mode, with a reproducible dungeon
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ROGUE_WIZARD=1 SEED=12345 ./rogue
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```
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The scoreboard is kept in `~/.rogue.scores`. Save files are Go gob snapshots
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and, as in the original, are deleted when restored.
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## Code layout
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```
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game/ the game engine: one Go file per original C file,
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function-by-function (see ARCHITECTURE.md for the mapping)
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term/ tcell-backed terminal, replacing curses
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cmd/rogue/ the executable
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```
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The engine package is fully headless-testable: `go test ./game/` runs scripted
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command sequences, dungeon-generation golden checks, and an RNG compatibility
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test against the original C generator.
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For development, the `Makefile` wraps the toolchain: `make fmt` (gofmt +
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prettier), `make lint` (golangci-lint), `make test`, and `make check` (all
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three).
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## License
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BSD-style; see [LICENSE.TXT](LICENSE.TXT).
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Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman.
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All rights reserved.
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