Rename constants to descriptive names (refactor step 1)
Pure rename, no behavior change; the full suite (RNG goldens,
generation invariants, scripted sessions, save round trip) is
unchanged and green.
- Creature flags: IsHuh→Confused, IsHalu→Hallucinating,
CanHuh→CanConfuse, CanSee→CanSeeInvisible, IsRun→Awake,
SeeMonst→SenseMonsters, IsCanc→Cancelled, IsLevit→Levitating,
IsBlind/IsGreed/IsHaste/IsTarget/IsHeld/IsInvis/IsMean/IsRegen/
IsFly/IsSlow → Blind/Greedy/Hasted/Targeted/Held/Invisible/Mean/
Regenerates/Flying/Slowed, IsFound→Found
- Object flags: IsCursed→Cursed, IsKnow→Known, IsMissl→Missile,
IsMany→Stackable, ObjIsFound→WasFound, IsProt→Protected
- Room flags: IsDark/IsGone/IsMaze → Dark/Gone/Maze; place flags:
FPass→FPassage, FPNum→FPassNum, FTMask→FTrapMask
- Trap types: TDoor→TrapDoor ... TMyst→TrapMystery
- Item subtypes: P*→Potion* (PLSD→PotionLSD, PMFind→
PotionDetectMonsters, ...), S*→Scroll* (SIDRorS→
ScrollIdentifyRingOrStick, ...), R*→Ring* (RAddHit→RingDexterity,
RNop→RingAdornment, ...), Ws*→Wand* (WsElect→WandLightning, ...),
weapons (TwoSword→WeaponTwoHandedSword, Shiraken→WeaponShuriken,
...), armor (RingMail→ArmorRingMail, ...)
- Counts: Max{Potions,Scrolls,Rings,Sticks,Weapons,Armors} →
Num{Potion,Scroll,Ring,Wand,Weapon,Armor}Types; NTraps→NumTrapTypes
- Level.NTraps field → TrapCount (also in the save snapshot)
- Original C constant names preserved as comment breadcrumbs in
types.go so the lineage stays greppable
TODO.md: step 1 moved to Completed, step 2 (typed kinds) promoted to
Next Step.
This commit is contained in:
@@ -53,10 +53,10 @@ func (g *RogueGame) doctor(int) {
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} else if g.Quiet >= 3 {
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p.Stats.HP += g.rnd(lv-7) + 1
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}
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if p.IsRing(Left, RRegen) {
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if p.IsRing(Left, RingRegeneration) {
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p.Stats.HP++
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}
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if p.IsRing(Right, RRegen) {
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if p.IsRing(Right, RingRegeneration) {
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p.Stats.HP++
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}
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if ohp != p.Stats.HP {
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@@ -92,27 +92,27 @@ func wanderTime(g *RogueGame) int { return g.spread(70) }
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// unconfuse releases the poor player from his confusion (daemons.c
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// unconfuse).
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func (g *RogueGame) unconfuse(int) {
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g.Player.Flags.Clear(IsHuh)
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g.Player.Flags.Clear(Confused)
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g.msg("you feel less %s now", g.chooseStr("trippy", "confused"))
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}
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// unsee turns off the ability to see invisible (daemons.c unsee).
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func (g *RogueGame) unsee(int) {
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for _, th := range g.Level.Monsters {
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if th.On(IsInvis) && g.seeMonst(th) {
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if th.On(Invisible) && g.seeMonst(th) {
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g.mvaddch(th.Pos.Y, th.Pos.X, th.OldCh)
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}
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}
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g.Player.Flags.Clear(CanSee)
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g.Player.Flags.Clear(CanSeeInvisible)
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}
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// sight gives the hero his sight back (daemons.c sight).
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func (g *RogueGame) sight(int) {
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p := &g.Player
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if p.On(IsBlind) {
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if p.On(Blind) {
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g.Extinguish(DSight)
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p.Flags.Clear(IsBlind)
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if !p.Room.Flags.Has(IsGone) {
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p.Flags.Clear(Blind)
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if !p.Room.Flags.Has(Gone) {
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g.enterRoom(p.Pos)
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}
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g.msg("%s", g.chooseStr("far out! Everything is all cosmic again",
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@@ -122,7 +122,7 @@ func (g *RogueGame) sight(int) {
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// nohaste ends the hasting (daemons.c nohaste).
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func (g *RogueGame) nohaste(int) {
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g.Player.Flags.Clear(IsHaste)
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g.Player.Flags.Clear(Hasted)
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g.msg("you feel yourself slowing down")
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}
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@@ -170,7 +170,7 @@ func (g *RogueGame) stomach(int) {
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}
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}
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if p.HungryState != origHungry {
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p.Flags.Clear(IsRun)
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p.Flags.Clear(Awake)
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g.Running = false
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g.ToDeath = false
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g.Count = 0
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@@ -180,14 +180,14 @@ func (g *RogueGame) stomach(int) {
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// comeDown takes the hero down off her acid trip (daemons.c come_down).
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func (g *RogueGame) comeDown(int) {
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p := &g.Player
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if !p.On(IsHalu) {
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if !p.On(Hallucinating) {
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return
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}
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g.KillDaemon(DVisuals)
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p.Flags.Clear(IsHalu)
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p.Flags.Clear(Hallucinating)
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if p.On(IsBlind) {
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if p.On(Blind) {
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return
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}
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@@ -199,11 +199,11 @@ func (g *RogueGame) comeDown(int) {
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}
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// undo the monsters
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seemonst := p.On(SeeMonst)
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seemonst := p.On(SenseMonsters)
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for _, tp := range g.Level.Monsters {
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g.move(tp.Pos.Y, tp.Pos.X)
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if g.cansee(tp.Pos.Y, tp.Pos.X) {
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if !tp.On(IsInvis) || p.On(CanSee) {
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if !tp.On(Invisible) || p.On(CanSeeInvisible) {
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g.addch(tp.Disguise)
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} else {
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g.addch(g.Level.Char(tp.Pos.Y, tp.Pos.X))
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@@ -237,7 +237,7 @@ func (g *RogueGame) visuals(int) {
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}
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// change the monsters
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seemonst := p.On(SeeMonst)
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seemonst := p.On(SenseMonsters)
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for _, tp := range g.Level.Monsters {
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g.move(tp.Pos.Y, tp.Pos.X)
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if g.seeMonst(tp) {
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@@ -256,7 +256,7 @@ func (g *RogueGame) visuals(int) {
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// land lands the hero from a levitation potion (daemons.c land).
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func (g *RogueGame) land(int) {
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g.Player.Flags.Clear(IsLevit)
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g.Player.Flags.Clear(Levitating)
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g.msg("%s", g.chooseStr("bummer! You've hit the ground",
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"you float gently to the ground"))
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}
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