Files
rgoue/game/object.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

55 lines
1.8 KiB
Go

package game
// Object is the _o arm of the C THING union: anything that can lie on the
// floor or ride in a pack.
type Object struct {
Type byte // what kind of object it is (Potion, Scroll, Weapon, ...)
Pos Coord // where it lives on the screen
Text string // what it says if you read it
Launch int // what you need to launch it (weapon index, -1 none)
PackCh byte // what character it is in the pack
Damage string // damage if used like sword
HurlDmg string // damage if thrown
Count int // count for plural objects
Which int // which object of a type it is
HPlus int // plusses to hit
DPlus int // plusses to damage
Arm int // armor protection — overloaded as in C (see Charges/GoldVal)
Flags ObjFlags
Group int // group number for this object
Label string // label for object
}
// newObject is list.c new_item() for objects: a zeroed Object with the
// same non-zero defaults the C code relies on.
func newObject() *Object {
return &Object{Launch: -1}
}
// Charges is the o_charges alias for Arm on wands and staffs.
func (o *Object) Charges() int { return o.Arm }
// SetCharges stores a charge count in the overloaded Arm field.
func (o *Object) SetCharges(n int) { o.Arm = n }
// GoldVal is the o_goldval alias for Arm on gold piles.
func (o *Object) GoldVal() int { return o.Arm }
// SetGoldVal stores a gold value in the overloaded Arm field.
func (o *Object) SetGoldVal(n int) { o.Arm = n }
// attachObj is list.c attach(): push item onto the front of a list.
func attachObj(list *[]*Object, item *Object) {
*list = append([]*Object{item}, *list...)
}
// detachObj is list.c detach(): remove item (by identity) from a list.
func detachObj(list *[]*Object, item *Object) {
for i, o := range *list {
if o == item {
*list = append((*list)[:i], (*list)[i+1:]...)
return
}
}
}