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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@@ -40,12 +40,12 @@ type Player struct {
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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, ring int) bool {
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return p.CurRing[hand] != nil && p.CurRing[hand].Which == ring
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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 int) bool {
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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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