The port installed handlers for SIGHUP and SIGTERM only, so SIGINT and SIGQUIT killed the process with tcell still holding the tty and dropped the user into a shell with no echo and a scrambled screen. All four signals now go to one os/signal channel read by one goroutine, and every path calls Terminal.Fini before os.Exit(0) -- C's leave(), "leave quickly but curteously" (main.c). The save decision, written into the savesOnSignal comment: SIGHUP and SIGTERM keep autosaving; SIGINT and SIGQUIT restore and exit without saving. No path in C saves on INT or QUIT (leave() is endwin-and-exit, quit() confirms/scores/exits, endit() goes through fatal(), and save.c auto_save is reserved for HUP/TERM), the semantics agree (involuntary teardown is worth rescuing a game from; a deliberate "stop now" must not become a one-keystroke checkpoint against an anti-save-scum save discipline), and it is the safe choice, since AutoSave gob-encodes live state the main goroutine is still mutating after removing the old file. One reader of one signal is also what closes the corruption window: a second signal arriving while a SIGHUP's AutoSave is mid-write stays unread in the buffer instead of exiting out from under the writer. cmd/rogue/main_test.go covers the ordering per signal, the save/no-save split, the mid-save second-signal interleaving, and real SIGINT/SIGQUIT/SIGHUP/SIGTERM delivered to the test process through the same notifySignals wiring the game uses. Two premises behind the report were wrong and are recorded rather than silently fixed: 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 and 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 and the window before term.New(). ARCHITECTURE.md section 9 gains rows for SIGTSTP/tstp() (deliberately dropped: raw mode means Ctrl-Z cannot reach the process, suspending the screen from the signal goroutine would race the drawing goroutine, and C armed tstp only after a successful restore(); the ! shell escape covers the need), for SIGINT not routing to the interactive quit() prompt, and for auto_save on the fault signals. Section 5.3's claim that tcell handles SIGTSTP was false -- tcell registers only SIGWINCH -- and is corrected.
Rogue: Exploring the Dungeons of Doom (Go port)
Rogue is the original dungeon-crawling adventure game that spawned an entire genre. This branch is a faithful Go port of Rogue 5.4.4: explore procedurally generated dungeons, fight monsters, collect treasure, and attempt to retrieve the Amulet of Yendor.
Original authors: Michael Toy, Ken Arnold, and Glenn Wichman (1980–1983, 1985, 1999).
The port is function-by-function faithful to the classic C sources — same
dungeon generation (seed-compatible RNG), same combat math, same item tables,
same messages. The C reference implementation lives on the master and
modern-rogue branches; ARCHITECTURE.md documents both the
original program structure and the design of this port.
Building and running
Requires Go 1.25 or later and a terminal at least 80x24.
go build ./cmd/rogue
./rogue
# Restore a saved game
./rogue ~/rogue.save
# View high scores
./rogue -s
# Test the death screen (demo mode)
./rogue -d
In-game commands
Press ? in game for the full list.
- arrows or h/j/k/l/y/u/b/n — move (shift to run, ctrl to run until adjacent)
.rest,ssearch for hidden doors and trapsiinventory,,pick up,ddropqquaff potion,rread scroll,eeat foodwwield weapon,Wwear armor,P/Rput on / remove ringtthrow,zzap a wand,f/Ffight>/<take the stairsSsave,Qquit
Environment
# Game options, as in the original
export ROGUEOPTS="name=YourName,terse,jump,fruit=mango"
# Wizard (debug) mode, with a reproducible dungeon
ROGUE_WIZARD=1 SEED=12345 ./rogue
The scoreboard is kept in ~/.rogue.scores. Save files are Go gob snapshots
and, as in the original, are deleted when restored.
Code layout
game/ the game engine: one Go file per original C file,
function-by-function (see ARCHITECTURE.md for the mapping)
term/ tcell-backed terminal, replacing curses
cmd/rogue/ the executable
The engine package is fully headless-testable: make test runs scripted command
sequences, dungeon-generation golden checks, and an RNG compatibility test
against the original C generator.
For development, the Makefile wraps the toolchain: make fmt (gofmt +
prettier), make lint (golangci-lint), make test (the suite, under the race
detector with coverage and a timeout), and make check (all three). Use the
targets rather than invoking go test directly — they carry the flags the
project relies on.
License
BSD-style; see LICENSE.TXT.
Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman. All rights reserved.