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