Give item categories and subtypes real types (refactor step 2)
ObjectKind separates what an item is from how it draws: Object.Type (a byte that doubled as the map character) becomes Kind ObjectKind, with Glyph() producing the display character and objectKindForGlyph converting back at the map boundary. KindWand covers the C 'stick' category. The magic-missile bolt uses KindGold, matching C's literal o_type='*' trick, with a comment. PotionKind, ScrollKind, RingKind, WandKind, WeaponKind, ArmorKind and TrapKind are now iota enums with Stringer (names come from the base info tables); Object gains typed accessors (obj.RingKind(), ...) and Launch is typed WeaponKind. beTrapped returns TrapKind. The getItem/inventory/whatis prompt filters take ObjectKind, with KindCallable/KindRingOrStick replacing the C CALLABLE/R_OR_S sentinels; wizard.c's type_name table is subsumed by ObjectKind.String(). IsRing/IsWearing/initWeapon/doPot signatures are typed accordingly. The save format version becomes 5.4.4-go2: the gob field rename would otherwise silently zero Kind when reading old saves. No behavior change; full suite green.
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@@ -5,7 +5,7 @@ package game
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// wear lets the player put armor on (armor.c wear).
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func (g *RogueGame) wear() {
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p := &g.Player
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obj := g.getItem("wear", int(Armor))
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obj := g.getItem("wear", KindArmor)
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if obj == nil {
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return
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}
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@@ -18,7 +18,7 @@ func (g *RogueGame) wear() {
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g.After = false
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return
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}
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if obj.Type != Armor {
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if obj.Kind != KindArmor {
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g.msg("you can't wear that")
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return
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}
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