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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@@ -149,7 +149,7 @@ over:
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}
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if found != nil {
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if !g.levitCheck() {
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g.pickUp(found.Type)
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g.pickUp(found.Kind.Glyph())
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}
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} else {
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if !g.Options.Terse {
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@@ -409,7 +409,7 @@ func (g *RogueGame) wizardCommand(ch byte) {
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case CTRL('X'):
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g.turnSee(p.On(SenseMonsters))
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case CTRL('~'):
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if item := g.getItem("charge", int(Stick)); item != nil {
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if item := g.getItem("charge", KindWand); item != nil {
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item.SetCharges(10000)
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}
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case CTRL('I'):
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@@ -425,8 +425,8 @@ func (g *RogueGame) wizardCommand(ch byte) {
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p.CurWeapon = obj
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// And his suit of armor
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obj = newObject()
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obj.Type = Armor
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obj.Which = ArmorPlateMail
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obj.Kind = KindArmor
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obj.Which = int(ArmorPlateMail)
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obj.Arm = -5
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obj.Flags.Set(Known)
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obj.Count = 1
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@@ -671,7 +671,7 @@ func (g *RogueGame) levitCheck() bool {
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// call allows a user to call a potion, scroll, or ring something
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// (command.c call).
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func (g *RogueGame) call() {
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obj := g.getItem("call", Callable)
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obj := g.getItem("call", KindCallable)
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// Make certain that it is something that we want to name
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if obj == nil {
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return
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@@ -681,20 +681,20 @@ func (g *RogueGame) call() {
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var know *bool
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var guess *string
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it := &g.Items
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switch obj.Type {
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case Ring:
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switch obj.Kind {
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case KindRing:
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op = &it.Rings[obj.Which]
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elsewise = it.RingStones[obj.Which]
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case Potion:
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case KindPotion:
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op = &it.Potions[obj.Which]
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elsewise = it.PotColors[obj.Which]
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case Scroll:
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case KindScroll:
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op = &it.Scrolls[obj.Which]
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elsewise = it.ScrNames[obj.Which]
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case Stick:
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case KindWand:
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op = &it.Sticks[obj.Which]
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elsewise = it.WandMade[obj.Which]
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case Food:
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case KindFood:
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g.msg("you can't call that anything")
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return
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default:
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