Files
rgoue/game/creature.go
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

66 lines
2.3 KiB
Go

package game
// Creature is the _t arm of the C THING union: the player or a monster.
type Creature struct {
Pos Coord // position
Turn bool // if slowed, is it a turn to move
Type byte // what it is: 'A'..'Z' for monsters, '@' for the player
Disguise byte // what mimic looks like
OldCh byte // character that was where it was
Dest *Coord // where it is running to — aliases live coords (hero pos, room gold, another monster's pos)
Flags CreatureFlags
Stats Stats
Room *Room // current room for thing
Pack []*Object // what the thing is carrying
}
// Monster is a hostile creature on the level.
type Monster struct {
Creature
}
// Player embeds Creature and owns the player-only state that was global
// in the C sources (cur_armor, purse, food_left, ...).
type Player struct {
Creature
CurArmor *Object // what he is wearing
CurWeapon *Object // which weapon he is wielding
CurRing [2]*Object // which rings are being worn (Left/Right)
PackUsed [26]bool // is the character used in the pack?
Inpack int // number of things in pack
Purse int // how much gold he has
FoodLeft int // amount of food in hero's stomach
HungryState int // how hungry is he (0..3)
NoFood int // number of levels without food
MaxStats Stats // the maximum for the player
VfHit int // number of times the flytrap has hit
}
// On is the C on(thing, flag) macro.
func (c *Creature) On(f CreatureFlags) bool { return c.Flags.Has(f) }
// IsRing is the C ISRING(hand, ring) macro.
func (p *Player) IsRing(hand, ring int) bool {
return p.CurRing[hand] != nil && p.CurRing[hand].Which == ring
}
// IsWearing is the C ISWEARING(ring) macro: is the ring on either hand.
func (p *Player) IsWearing(ring int) bool {
return p.IsRing(Left, ring) || p.IsRing(Right, ring)
}
// attachMon pushes a monster onto the front of a list (list.c attach).
func attachMon(list *[]*Monster, item *Monster) {
*list = append([]*Monster{item}, *list...)
}
// detachMon removes a monster (by identity) from a list (list.c detach).
func detachMon(list *[]*Monster, item *Monster) {
for i, m := range *list {
if m == item {
*list = append((*list)[:i], (*list)[i+1:]...)
return
}
}
}