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

@@ -94,7 +94,7 @@ func (g *RogueGame) doRooms() {
g.Level.SetChar(rp.Gold.Y, rp.Gold.X, Gold)
gold.Flags = Stackable
gold.Group = goldGrp
gold.Type = Gold
gold.Kind = KindGold
attachObj(&g.Level.Objects, gold)
}
// Put the monster in