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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@@ -213,11 +213,11 @@ func (g *RogueGame) findObj(y, x int) *Object {
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// eat lets her try to eat something (misc.c eat).
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func (g *RogueGame) eat() {
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obj := g.getItem("eat", int(Food))
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obj := g.getItem("eat", KindFood)
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if obj == nil {
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return
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}
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if obj.Type != Food {
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if obj.Kind != KindFood {
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if !g.Options.Terse {
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g.msg("ugh, you would get ill if you ate that")
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} else {
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