go: port foundation — types, RNG, tables, daemon scheduler
Module sneak.berlin/go/rogue, package game: - types.go: all rogue.h constants, flag types, Coord/Stats/Room/ObjInfo - creature.go/object.go: the THING union split into Creature (Player/ Monster) and Object; slices replace the C linked lists - level.go: Place map with the C column-major layout and chat/flat/moat/ winat access methods - tables.go: extern.c + init.c data (bestiary, item tables, name pools) - rng.go: the exact C LCG (seed*11109+13849), golden-tested against a compiled C reference for seed compatibility - init.go: per-game item appearance randomization (init.c) - daemon.go/daemons.go: scheduler with DaemonID replacing function pointers (ids match the C save format's mapping) - game.go: RogueGame holds all former globals; NewGame constructor
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game/daemons.go
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17
game/daemons.go
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package game
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// daemons.c — the daemon and fuse callbacks. Each callback is ported in the
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// phase that owns its subsystem; runDaemon is the dispatch switch that
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// replaces the C function pointers.
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// runDaemon invokes the callback named by id (the call through d_func in C).
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func (g *RogueGame) runDaemon(id DaemonID, arg int) {
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_ = arg
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switch id {
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default:
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// Callbacks are added to this switch as their subsystems are
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// ported; reaching one that isn't here is a porting bug, not a
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// game state.
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panic("daemon not yet ported")
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}
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}
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