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.
This commit is contained in:
2026-07-06 22:00:43 +02:00
parent 626f8c5a7d
commit b940cfc41f
27 changed files with 426 additions and 259 deletions

View File

@@ -344,7 +344,7 @@ func (g *RogueGame) rollEm(thatt, thdef *Creature, weap *Object, hurl bool) bool
cp = weap.Damage
if hurl {
if weap.Flags.Has(Missile) && p.CurWeapon != nil &&
p.CurWeapon.Which == weap.Launch {
WeaponKind(p.CurWeapon.Which) == weap.Launch {
cp = weap.HurlDmg
hplus += p.CurWeapon.HPlus
dplus += p.CurWeapon.DPlus
@@ -425,7 +425,7 @@ func (g *RogueGame) thunk(weap *Object, mname string, noend bool) {
if g.ToDeath {
return
}
if weap.Type == Weapon {
if weap.Kind == KindWeapon {
g.addmsg("the %s hits ", g.Items.Weapons[weap.Which].Name)
} else {
g.addmsg("you hit ")
@@ -488,7 +488,7 @@ func (g *RogueGame) bounce(weap *Object, mname string, noend bool) {
if g.ToDeath {
return
}
if weap.Type == Weapon {
if weap.Kind == KindWeapon {
g.addmsg("the %s misses ", g.Items.Weapons[weap.Which].Name)
} else {
g.addmsg("you missed ")
@@ -539,7 +539,7 @@ func (g *RogueGame) killed(tp *Monster, pr bool) {
}
if ok && g.Depth >= g.MaxDepth {
gold := newObject()
gold.Type = Gold
gold.Kind = KindGold
gold.SetGoldVal(g.goldCalc())
if g.save(VsMagic) {
gold.Arm += g.goldCalc() + g.goldCalc() + g.goldCalc() + g.goldCalc()