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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@@ -233,7 +233,7 @@ func (g *RogueGame) chase(tp *Monster, ee Coord) bool {
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break
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}
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}
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if found != nil && found.Which == ScrollScareMonster {
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if found != nil && found.ScrollKind() == ScrollScareMonster {
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continue
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}
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}
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@@ -375,7 +375,7 @@ func (g *RogueGame) findDest(tp *Monster) *Coord {
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return &g.Player.Pos
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}
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for _, obj := range g.Level.Objects {
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if obj.Type == Scroll && obj.Which == ScrollScareMonster {
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if obj.Kind == KindScroll && obj.ScrollKind() == ScrollScareMonster {
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continue
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}
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if g.roomin(obj.Pos) == tp.Room && g.rnd(100) < prob {
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