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

@@ -2,25 +2,25 @@ package game
// scrolls.c — read a scroll and let it happen.
// idType maps identify scrolls to the type they identify (scrolls.c
// static id_type).
var idType = [ScrollIdentifyRingOrStick + 1]int{
ScrollIdentifyPotion: int(Potion),
ScrollIdentifyScroll: int(Scroll),
ScrollIdentifyWeapon: int(Weapon),
ScrollIdentifyArmor: int(Armor),
ScrollIdentifyRingOrStick: RorS,
// idType maps identify scrolls to the kind of item they identify
// (scrolls.c static id_type).
var idType = [ScrollIdentifyRingOrStick + 1]ObjectKind{
ScrollIdentifyPotion: KindPotion,
ScrollIdentifyScroll: KindScroll,
ScrollIdentifyWeapon: KindWeapon,
ScrollIdentifyArmor: KindArmor,
ScrollIdentifyRingOrStick: KindRingOrStick,
}
// readScroll reads a scroll from the pack and does the appropriate thing
// (scrolls.c read_scroll).
func (g *RogueGame) readScroll() {
p := &g.Player
obj := g.getItem("read", int(Scroll))
obj := g.getItem("read", KindScroll)
if obj == nil {
return
}
if obj.Type != Scroll {
if obj.Kind != KindScroll {
if !g.Options.Terse {
g.msg("there is nothing on it to read")
} else {
@@ -35,7 +35,7 @@ func (g *RogueGame) readScroll() {
// Get rid of the thing
g.leavePack(obj, false, false)
switch obj.Which {
switch obj.ScrollKind() {
case ScrollMonsterConfusion:
// Scroll of monster confusion. Give him that power.
p.Flags.Set(CanConfuse)
@@ -99,7 +99,7 @@ func (g *RogueGame) readScroll() {
// Or anything else nasty
if ch := g.Level.VisibleChar(y, x); stepOk(ch) {
if ch == Scroll {
if fo := g.findObj(y, x); fo != nil && fo.Which == ScrollScareMonster {
if fo := g.findObj(y, x); fo != nil && fo.ScrollKind() == ScrollScareMonster {
continue
}
}
@@ -119,7 +119,7 @@ func (g *RogueGame) readScroll() {
// Identify, let him figure something out
g.Items.Scrolls[obj.Which].Know = true
g.msg("this scroll is an %s scroll", g.Items.Scrolls[obj.Which].Name)
g.whatis(true, idType[obj.Which])
g.whatis(true, idType[obj.ScrollKind()])
case ScrollMagicMapping:
// Scroll of magic mapping.
g.Items.Scrolls[ScrollMagicMapping].Know = true
@@ -192,7 +192,7 @@ func (g *RogueGame) readScroll() {
found := false
g.scr.Hw.Clear()
for _, fo := range g.Level.Objects {
if fo.Type == Food {
if fo.Kind == KindFood {
found = true
g.scr.Hw.MvAddCh(fo.Pos.Y, fo.Pos.X, Food)
}
@@ -211,7 +211,7 @@ func (g *RogueGame) readScroll() {
g.Items.Scrolls[ScrollTeleportation].Know = true
}
case ScrollEnchantWeapon:
if p.CurWeapon == nil || p.CurWeapon.Type != Weapon {
if p.CurWeapon == nil || p.CurWeapon.Kind != KindWeapon {
g.msg("you feel a strange sense of loss")
} else {
p.CurWeapon.Flags.Clear(Cursed)