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:
30
game/init.go
30
game/init.go
@@ -19,31 +19,31 @@ func (g *RogueGame) initPlayer() {
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// And his suit of armor
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obj = newObject()
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obj.Type = Armor
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obj.Which = RingMail
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obj.Arm = aClass[RingMail] - 1
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obj.Flags.Set(IsKnow)
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obj.Which = ArmorRingMail
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obj.Arm = aClass[ArmorRingMail] - 1
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obj.Flags.Set(Known)
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obj.Count = 1
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p.CurArmor = obj
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g.addPack(obj, true)
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// Give him his weaponry. First a mace.
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obj = newObject()
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g.initWeapon(obj, Mace)
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g.initWeapon(obj, WeaponMace)
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obj.HPlus = 1
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obj.DPlus = 1
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obj.Flags.Set(IsKnow)
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obj.Flags.Set(Known)
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g.addPack(obj, true)
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p.CurWeapon = obj
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// Now a +1 bow
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obj = newObject()
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g.initWeapon(obj, Bow)
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g.initWeapon(obj, WeaponBow)
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obj.HPlus = 1
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obj.Flags.Set(IsKnow)
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obj.Flags.Set(Known)
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g.addPack(obj, true)
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// Now some arrows
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obj = newObject()
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g.initWeapon(obj, Arrow)
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g.initWeapon(obj, WeaponArrow)
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obj.Count = g.rnd(15) + 25
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obj.Flags.Set(IsKnow)
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obj.Flags.Set(Known)
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g.addPack(obj, true)
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}
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@@ -51,7 +51,7 @@ func (g *RogueGame) initPlayer() {
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// (init.c init_colors).
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func (g *RogueGame) initColors() {
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used := make([]bool, len(rainbow))
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for i := 0; i < MaxPotions; i++ {
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for i := 0; i < NumPotionTypes; i++ {
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var j int
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for {
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j = g.rnd(len(rainbow))
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@@ -66,7 +66,7 @@ func (g *RogueGame) initColors() {
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// initNames generates the names of the various scrolls (init.c init_names).
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func (g *RogueGame) initNames() {
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for i := 0; i < MaxScrolls; i++ {
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for i := 0; i < NumScrollTypes; i++ {
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var cp strings.Builder
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nwords := g.rnd(3) + 2
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for ; nwords > 0; nwords-- {
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@@ -88,7 +88,7 @@ func (g *RogueGame) initNames() {
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// (init.c init_stones).
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func (g *RogueGame) initStones() {
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used := make([]bool, len(stoneTable))
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for i := 0; i < MaxRings; i++ {
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for i := 0; i < NumRingTypes; i++ {
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var j int
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for {
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j = g.rnd(len(stoneTable))
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@@ -107,7 +107,7 @@ func (g *RogueGame) initStones() {
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func (g *RogueGame) initMaterials() {
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used := make([]bool, len(woods))
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metused := make([]bool, len(metals))
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for i := 0; i < MaxSticks; i++ {
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for i := 0; i < NumWandTypes; i++ {
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var str string
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for {
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if g.rnd(2) == 0 {
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@@ -156,14 +156,14 @@ func (g *RogueGame) initProbs() {
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sumProbs(g.Items.Scrolls[:])
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sumProbs(g.Items.Rings[:])
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sumProbs(g.Items.Sticks[:])
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sumProbs(g.Items.Weapons[:MaxWeapons]) // C sums MAXWEAPONS, excluding the flame entry
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sumProbs(g.Items.Weapons[:NumWeaponTypes]) // C sums MAXWEAPONS, excluding the flame entry
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sumProbs(g.Items.Armors[:])
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}
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// pickColor returns the given color, or a random one if the hero is
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// hallucinating (init.c pick_color).
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func (g *RogueGame) pickColor(col string) string {
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if g.Player.On(IsHalu) {
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if g.Player.On(Hallucinating) {
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return rainbow[g.rnd(len(rainbow))]
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}
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return col
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