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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@@ -7,12 +7,12 @@ import "fmt"
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// ringOn puts a ring on a hand (rings.c ring_on).
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func (g *RogueGame) ringOn() {
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p := &g.Player
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obj := g.getItem("put on", int(Ring))
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obj := g.getItem("put on", KindRing)
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// Make certain that it is something that we want to wear
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if obj == nil {
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return
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}
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if obj.Type != Ring {
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if obj.Kind != KindRing {
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if !g.Options.Terse {
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g.msg("it would be difficult to wrap that around a finger")
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} else {
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@@ -47,7 +47,7 @@ func (g *RogueGame) ringOn() {
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p.CurRing[ring] = obj
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// Calculate the effect it has on the poor guy.
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switch obj.Which {
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switch obj.RingKind() {
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case RingAddStrength:
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g.chgStr(obj.Arm)
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case RingSeeInvisible:
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@@ -147,7 +147,7 @@ func (g *RogueGame) ringEat(hand int) int {
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if ring == nil {
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return 0
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}
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eat := ringUses[ring.Which]
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eat := ringUses[ring.RingKind()]
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if eat < 0 {
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if g.rnd(-eat) == 0 {
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eat = 1
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@@ -155,7 +155,7 @@ func (g *RogueGame) ringEat(hand int) int {
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eat = 0
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}
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}
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if ring.Which == RingSlowDigestion {
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if ring.RingKind() == RingSlowDigestion {
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eat = -eat
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}
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return eat
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@@ -166,7 +166,7 @@ func ringNum(g *RogueGame, obj *Object) string {
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if !obj.Flags.Has(Known) {
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return ""
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}
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switch obj.Which {
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switch obj.RingKind() {
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case RingProtection, RingAddStrength, RingIncreaseDamage, RingDexterity:
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return fmt.Sprintf(" [%s]", num(obj.Arm, 0, Ring))
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}
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