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:
@@ -10,13 +10,13 @@ type Place struct {
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// Level is the current dungeon level: the map and everything on it. It is
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// reset in place by NewLevel, matching the C reuse of the global arrays.
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type Level struct {
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Places [MaxLines * MaxCols]Place
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Rooms [MaxRooms]Room
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Passages [MaxPass]Room // one pseudo-room per passage network
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Objects []*Object // lvl_obj: objects on this level
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Monsters []*Monster // mlist: monsters on the level
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Stairs Coord // location of the staircase
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NTraps int // number of traps on this level
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Places [MaxLines * MaxCols]Place
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Rooms [MaxRooms]Room
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Passages [MaxPass]Room // one pseudo-room per passage network
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Objects []*Object // lvl_obj: objects on this level
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Monsters []*Monster // mlist: monsters on the level
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Stairs Coord // location of the staircase
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TrapCount int // number of traps on this level
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}
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// At returns the map cell at (y, x); the C INDEX(y,x) macro, including its
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