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:
26
game/game.go
26
game/game.go
@@ -3,19 +3,19 @@ package game
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// ItemLore is the per-game item identity state: the randomized appearance
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// names and the seven mutable ObjInfo tables (extern.c/init.c).
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type ItemLore struct {
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PotColors [MaxPotions]string // p_colors: colors of the potions
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ScrNames [MaxScrolls]string // s_names: names of the scrolls
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RingStones [MaxRings]string // r_stones: stone settings of the rings
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WandMade [MaxSticks]string // ws_made: what sticks are made of
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WandType [MaxSticks]string // ws_type: "wand" or "staff"
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PotColors [NumPotionTypes]string // p_colors: colors of the potions
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ScrNames [NumScrollTypes]string // s_names: names of the scrolls
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RingStones [NumRingTypes]string // r_stones: stone settings of the rings
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WandMade [NumWandTypes]string // ws_made: what sticks are made of
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WandType [NumWandTypes]string // ws_type: "wand" or "staff"
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Things [NumThings]ObjInfo
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Potions [MaxPotions]ObjInfo
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Scrolls [MaxScrolls]ObjInfo
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Rings [MaxRings]ObjInfo
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Sticks [MaxSticks]ObjInfo
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Weapons [MaxWeapons + 1]ObjInfo
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Armors [MaxArmors]ObjInfo
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Potions [NumPotionTypes]ObjInfo
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Scrolls [NumScrollTypes]ObjInfo
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Rings [NumRingTypes]ObjInfo
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Sticks [NumWandTypes]ObjInfo
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Weapons [NumWeaponTypes + 1]ObjInfo
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Armors [NumArmorTypes]ObjInfo
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Group int // group number for the next stack of missiles (weapons.c `group`)
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}
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@@ -168,7 +168,7 @@ func NewGame(cfg Config) *RogueGame {
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g.FileName = cfg.Home + "/rogue.save"
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g.rogueOpts = cfg.RogueOpts
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if cfg.Wizard {
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g.Player.Flags.Set(SeeMonst)
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g.Player.Flags.Set(SenseMonsters)
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}
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if cfg.RogueOpts != "" {
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g.ParseOpts(cfg.RogueOpts)
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@@ -177,7 +177,7 @@ func NewGame(cfg Config) *RogueGame {
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g.Monsters = monsterTable
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g.Items.Group = 2 // weapons.c: int group = 2
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for i := range g.Level.Passages {
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g.Level.Passages[i].Flags = IsGone | IsDark
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g.Level.Passages[i].Flags = Gone | Dark
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}
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g.initProbs() // set up prob tables for objects
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