Refactor step 6. MessageLine (was MsgLine) owns the msg/addmsg/endmsg machinery, wired to its screen, pre---More-- redraw, and input via attach(); RogueGame keeps one-line msg/addmsgf/endmsg shorthands so the ~400 call sites are unchanged. Player gains nextPackChar and removeFromPack (the state half of pack.c leave_pack); leavePack keeps only the LastPick repeat-command tracking. Level gains ObjectAt (misc.c find_obj) and AddObject/RemoveObject/AddMonster/RemoveMonster, replacing direct attach/detach calls on the level lists. Inventory and pickup UI flows stay on RogueGame: display and orchestration, not state surgery. Behavior and RNG order unchanged; suite green.
109 lines
3.2 KiB
Go
109 lines
3.2 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 int, ring RingKind) bool {
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return p.CurRing[hand] != nil && p.CurRing[hand].RingKind() == 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 RingKind) bool {
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return p.IsRing(Left, ring) || p.IsRing(Right, ring)
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}
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// nextPackChar claims and returns the next unused pack character (pack.c
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// pack_char).
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func (p *Player) nextPackChar() byte {
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for i := range p.PackUsed {
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if !p.PackUsed[i] {
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p.PackUsed[i] = true
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return byte(i) + 'a'
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}
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}
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return byte(len(p.PackUsed)) + 'a' // C would walk off the array here
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}
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// removeFromPack takes an item out of the pack: the whole entry, or one
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// of a stack when all is false (the bookkeeping half of pack.c
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// leave_pack). It returns the object that left the pack — a copy when
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// newobj asks for a split.
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func (p *Player) removeFromPack(obj *Object, newobj, all bool) *Object {
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p.Inpack--
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nobj := obj
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if obj.Count > 1 && !all {
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obj.Count--
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if obj.Group != 0 {
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p.Inpack++
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}
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if newobj {
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copied := *obj
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nobj = &copied
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nobj.Count = 1
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}
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} else {
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p.PackUsed[obj.PackCh-'a'] = false
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detachObj(&p.Pack, obj)
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}
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return nobj
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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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