go: port dungeon generation, items base, pack, and monster creation

rooms.c, passages.c, new_level.c ported in full: room/maze layout,
corridor spanning tree with extra connections, passage numbering flood
fill, trap/stairs/object placement, treasure rooms. Careful RNG-call
ordering throughout keeps generation seed-faithful to C.

Supporting subsystems this depends on, also ported:
- screen.go: curses replaced by in-memory Window cell buffers behind a
  Terminal interface (tcell arrives with the UI phase; tests run headless)
- io.go: msg/addmsg/endmsg message-line protocol, status line, step_ok
- pack.c in full (add_pack sorting/stacking walk, get_item, inventory)
- things.c in full (inv_name, new_thing, discovery lists, pagination)
- monsters.c in full; chase.c navigation half (roomin/cansee/see_monst/
  find_dest/runto/set_oldch); rings.c, armor.c in full
- weapons.c/sticks.c creation half (init_weapon, fix_stick, num)
- misc.c look() display update, eat, level-up, direction input
- daemons.c callbacks except stomach (needs death()) and the runners
  chase driver (combat phase)
- init.c init_player with the starting kit

Tests: level invariants across seeds, determinism, 30-depth sweep.
This commit is contained in:
2026-07-06 19:05:46 +02:00
parent 7fa2048402
commit a69ef7dc04
21 changed files with 3872 additions and 17 deletions

85
game/potions.go Normal file
View File

@@ -0,0 +1,85 @@
package game
// potions.c — the visibility-related helpers arrive first; quaff and the
// potion effect dispatch come with the effects phase.
// isMagic reports whether an object radiates magic (potions.c is_magic).
func (o *Object) isMagic() bool {
switch o.Type {
case Armor:
return o.Flags.Has(IsProt) || o.Arm != aClass[o.Which]
case Weapon:
return o.HPlus != 0 || o.DPlus != 0
case Potion, Scroll, Stick, Ring, Amulet:
return true
}
return false
}
// invisOn turns on the ability to see invisible monsters (potions.c
// invis_on).
func (g *RogueGame) invisOn() {
g.Player.Flags.Set(CanSee)
for _, mp := range g.Level.Monsters {
if mp.On(IsInvis) && g.seeMonst(mp) && !g.Player.On(IsHalu) {
g.mvaddch(mp.Pos.Y, mp.Pos.X, mp.Disguise)
}
}
}
// turnSee puts on or off seeing monsters on this level (potions.c
// turn_see).
func (g *RogueGame) turnSee(turnOff bool) bool {
addNew := false
for _, mp := range g.Level.Monsters {
g.move(mp.Pos.Y, mp.Pos.X)
canSee := g.seeMonst(mp)
if turnOff {
if !canSee {
g.addch(mp.OldCh)
}
} else {
if !canSee {
g.standout()
}
if !g.Player.On(IsHalu) {
g.addch(mp.Type)
} else {
g.addch(byte(g.rnd(26) + 'A'))
}
if !canSee {
g.standend()
addNew = true
}
}
}
if turnOff {
g.Player.Flags.Clear(SeeMonst)
} else {
g.Player.Flags.Set(SeeMonst)
}
return addNew
}
// seenStairs reports whether the player has seen the stairs (potions.c
// seen_stairs).
func (g *RogueGame) seenStairs() bool {
st := g.Level.Stairs
g.move(st.Y, st.X)
if g.inch() == Stairs { // it's on the map
return true
}
if g.Player.Pos == st { // it's under him
return true
}
// if a monster is on the stairs, this gets hairy
if tp := g.Level.MonsterAt(st.Y, st.X); tp != nil {
if g.seeMonst(tp) && tp.On(IsRun) { // visible and awake:
return true // it must have moved there
}
if g.Player.On(SeeMonst) && tp.OldCh == Stairs {
return true
}
}
return false
}