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:
14
game/init.go
14
game/init.go
@@ -13,13 +13,13 @@ func (g *RogueGame) initPlayer() {
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p.FoodLeft = HungerTime
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// Give him some food
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obj := newObject()
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obj.Type = Food
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obj.Kind = KindFood
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obj.Count = 1
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g.addPack(obj, true)
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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 = ArmorRingMail
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obj.Kind = KindArmor
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obj.Which = int(ArmorRingMail)
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obj.Arm = aClass[ArmorRingMail] - 1
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obj.Flags.Set(Known)
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obj.Count = 1
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@@ -51,7 +51,7 @@ func (g *RogueGame) initPlayer() {
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// (init.c init_colors).
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func (g *RogueGame) initColors() {
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used := make([]bool, len(rainbow))
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for i := 0; i < NumPotionTypes; i++ {
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for i := PotionKind(0); i < NumPotionTypes; i++ {
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var j int
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for {
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j = g.rnd(len(rainbow))
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@@ -66,7 +66,7 @@ func (g *RogueGame) initColors() {
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// initNames generates the names of the various scrolls (init.c init_names).
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func (g *RogueGame) initNames() {
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for i := 0; i < NumScrollTypes; i++ {
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for i := ScrollKind(0); i < NumScrollTypes; i++ {
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var cp strings.Builder
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nwords := g.rnd(3) + 2
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for ; nwords > 0; nwords-- {
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@@ -88,7 +88,7 @@ func (g *RogueGame) initNames() {
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// (init.c init_stones).
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func (g *RogueGame) initStones() {
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used := make([]bool, len(stoneTable))
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for i := 0; i < NumRingTypes; i++ {
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for i := RingKind(0); i < NumRingTypes; i++ {
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var j int
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for {
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j = g.rnd(len(stoneTable))
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@@ -107,7 +107,7 @@ func (g *RogueGame) initStones() {
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func (g *RogueGame) initMaterials() {
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used := make([]bool, len(woods))
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metused := make([]bool, len(metals))
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for i := 0; i < NumWandTypes; i++ {
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for i := WandKind(0); i < NumWandTypes; i++ {
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var str string
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for {
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if g.rnd(2) == 0 {
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