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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73
game/level.go
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73
game/level.go
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package game
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// Place describes a spot on the level map (rogue.h PLACE).
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type Place struct {
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Ch byte // the base map character
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Flags PlaceFlags
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Monst *Monster
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}
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// Level is the current dungeon level: the map and everything on it. It is
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// reset in place by NewLevel, matching the C reuse of the global arrays.
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type Level struct {
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Places [MaxLines * MaxCols]Place
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Rooms [MaxRooms]Room
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Passages [MaxPass]Room // one pseudo-room per passage network
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Objects []*Object // lvl_obj: objects on this level
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Monsters []*Monster // mlist: monsters on the level
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Stairs Coord // location of the staircase
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NTraps int // number of traps on this level
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}
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// At returns the map cell at (y, x); the C INDEX(y,x) macro, including its
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// column-major (x<<5)+y layout.
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func (l *Level) At(y, x int) *Place {
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return &l.Places[(x<<5)+y]
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}
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// Char is the chat(y,x) macro: the base map character at a spot.
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func (l *Level) Char(y, x int) byte { return l.At(y, x).Ch }
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// SetChar updates the base map character at a spot.
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func (l *Level) SetChar(y, x int, ch byte) { l.At(y, x).Ch = ch }
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// FlagsAt is the flat(y,x) macro, returned as a pointer so ported
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// read-modify-write sites keep their shape.
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func (l *Level) FlagsAt(y, x int) *PlaceFlags { return &l.At(y, x).Flags }
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// MonsterAt is the moat(y,x) macro: the monster standing at a spot, if any.
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func (l *Level) MonsterAt(y, x int) *Monster { return l.At(y, x).Monst }
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// SetMonsterAt places (or clears, with nil) the monster at a spot.
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func (l *Level) SetMonsterAt(y, x int, m *Monster) { l.At(y, x).Monst = m }
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// VisibleChar is the winat(y,x) macro: what is apparently at a spot — a
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// monster's disguise if one stands there, else the map character.
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func (l *Level) VisibleChar(y, x int) byte {
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if m := l.MonsterAt(y, x); m != nil {
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return m.Disguise
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}
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return l.Char(y, x)
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}
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// reset clears the per-level state ahead of NewLevel drawing a fresh level.
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func (l *Level) reset() {
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for i := range l.Places {
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l.Places[i] = Place{}
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}
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for i := range l.Rooms {
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l.Rooms[i] = Room{}
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}
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for i := range l.Passages {
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l.Passages[i] = Room{Flags: IsGone | IsDark}
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}
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l.Objects = nil
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l.Monsters = nil
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l.Stairs = Coord{}
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l.NTraps = 0
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}
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// goldCalc is the GOLDCALC macro: how much a gold pile is worth at depth.
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func (g *RogueGame) goldCalc() int {
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return g.rnd(50+10*g.Depth) + 2
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}
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