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

@@ -115,37 +115,37 @@ func (g *RogueGame) totalWinner() {
for _, obj := range p.Pack {
worth := 0
it := &g.Items
switch obj.Type {
case Food:
switch obj.Kind {
case KindFood:
worth = 2 * obj.Count
case Weapon:
case KindWeapon:
worth = it.Weapons[obj.Which].Worth
worth *= 3*(obj.HPlus+obj.DPlus) + obj.Count
obj.Flags.Set(Known)
case Armor:
case KindArmor:
worth = it.Armors[obj.Which].Worth
worth += (9 - obj.Arm) * 100
worth += 10 * (aClass[obj.Which] - obj.Arm)
obj.Flags.Set(Known)
case Scroll:
case KindScroll:
op := &it.Scrolls[obj.Which]
worth = op.Worth * obj.Count
if !op.Know {
worth /= 2
}
op.Know = true
case Potion:
case KindPotion:
op := &it.Potions[obj.Which]
worth = op.Worth * obj.Count
if !op.Know {
worth /= 2
}
op.Know = true
case Ring:
case KindRing:
op := &it.Rings[obj.Which]
worth = op.Worth
if obj.Which == RingAddStrength || obj.Which == RingIncreaseDamage ||
obj.Which == RingProtection || obj.Which == RingDexterity {
if obj.RingKind() == RingAddStrength || obj.RingKind() == RingIncreaseDamage ||
obj.RingKind() == RingProtection || obj.RingKind() == RingDexterity {
if obj.Arm > 0 {
worth += obj.Arm * 100
} else {
@@ -157,7 +157,7 @@ func (g *RogueGame) totalWinner() {
}
obj.Flags.Set(Known)
op.Know = true
case Stick:
case KindWand:
op := &it.Sticks[obj.Which]
worth = op.Worth
worth += 20 * obj.Charges()
@@ -166,7 +166,7 @@ func (g *RogueGame) totalWinner() {
}
obj.Flags.Set(Known)
op.Know = true
case Amulet:
case KindAmulet:
worth = 1000
}
if worth < 0 {