Commit Graph
4 Commits
Author SHA1 Message Date
sneak a69ef7dc04 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.
2026-07-06 19:05:46 +02:00
sneak 7fa2048402 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
2026-07-06 18:46:22 +02:00
sneak 45dba95678 Add ARCHITECTURE.md Part 2: Go OOP port design
Design for the Go port (module sneak.berlin/go/rogue):
- RogueGame instance type owns all former globals; no package globals
- THING union split into Creature (Player/Monster) and Object
- Slices replace THING linked lists; list.c is not ported
- Daemon function pointers become serializable DaemonID enum + dispatch
- tcell/v2 (sole third-party dep) replaces curses; Window cell buffers
  preserve the screen-as-data-structure idiom
- encoding/gob snapshot replaces the 2,134-line state.c serializer
- Exact-LCG RNG for seed-compatible dungeon generation, with golden tests
- Per-file porting map, naming conventions, porting order, drop list
2026-07-06 18:17:48 +02:00
sneak 91eeee09c5 Add ARCHITECTURE.md Part 1: complete map of the C program
Documents the entire Rogue 5.4.4 C codebase ahead of the Go port:
program flow, source file inventory, the full type system (THING
union, PLACE map, rooms, stats, obj_info, daemons), constants and
flag bits, the macro layer, a census of every global variable, and
a function-by-function catalog of all 36 source files.
2026-07-06 18:13:55 +02:00