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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@@ -83,7 +83,7 @@ func TestSaveRestoreRoundTrip(t *testing.T) {
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len(h.Player.Pack))
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found := false
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for i, o := range h.Player.Pack {
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t.Logf(" pack[%d]=%p type=%c which=%d", i, o, o.Type, o.Which)
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t.Logf(" pack[%d]=%p type=%v which=%d", i, o, o.Kind, o.Which)
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if o == h.Player.CurWeapon {
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found = true
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}
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