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:
14
game/pack.go
14
game/pack.go
@@ -15,10 +15,10 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
|
||||
}
|
||||
|
||||
// Check for and deal with scare monster scrolls
|
||||
if obj.Type == Scroll && obj.Which == SScare && obj.Flags.Has(ObjIsFound) {
|
||||
if obj.Type == Scroll && obj.Which == ScrollScareMonster && obj.Flags.Has(WasFound) {
|
||||
detachObj(&g.Level.Objects, obj)
|
||||
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorCh())
|
||||
if p.Room.Flags.Has(IsGone) {
|
||||
if p.Room.Flags.Has(Gone) {
|
||||
g.Level.SetChar(p.Pos.Y, p.Pos.X, Passage)
|
||||
} else {
|
||||
g.Level.SetChar(p.Pos.Y, p.Pos.X, Floor)
|
||||
@@ -101,7 +101,7 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
|
||||
}
|
||||
}
|
||||
|
||||
obj.Flags.Set(ObjIsFound)
|
||||
obj.Flags.Set(WasFound)
|
||||
|
||||
// If this was the object of something's desire, that monster will get
|
||||
// mad and run at the hero.
|
||||
@@ -146,7 +146,7 @@ func (g *RogueGame) packRoom(fromFloor bool, obj *Object) bool {
|
||||
if fromFloor {
|
||||
detachObj(&g.Level.Objects, obj)
|
||||
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorCh())
|
||||
if p.Room.Flags.Has(IsGone) {
|
||||
if p.Room.Flags.Has(Gone) {
|
||||
g.Level.SetChar(p.Pos.Y, p.Pos.X, Passage)
|
||||
} else {
|
||||
g.Level.SetChar(p.Pos.Y, p.Pos.X, Floor)
|
||||
@@ -234,7 +234,7 @@ func (g *RogueGame) inventory(list []*Object, typ int) bool {
|
||||
// pickUp adds something to the character's pack (pack.c pick_up).
|
||||
func (g *RogueGame) pickUp(ch byte) {
|
||||
p := &g.Player
|
||||
if p.On(IsLevit) {
|
||||
if p.On(Levitating) {
|
||||
return
|
||||
}
|
||||
|
||||
@@ -348,7 +348,7 @@ func (g *RogueGame) money(value int) {
|
||||
p := &g.Player
|
||||
p.Purse += value
|
||||
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorCh())
|
||||
if p.Room.Flags.Has(IsGone) {
|
||||
if p.Room.Flags.Has(Gone) {
|
||||
g.Level.SetChar(p.Pos.Y, p.Pos.X, Passage)
|
||||
} else {
|
||||
g.Level.SetChar(p.Pos.Y, p.Pos.X, Floor)
|
||||
@@ -364,7 +364,7 @@ func (g *RogueGame) money(value int) {
|
||||
// floorCh returns the appropriate floor character for her room
|
||||
// (pack.c floor_ch).
|
||||
func (g *RogueGame) floorCh() byte {
|
||||
if g.Player.Room.Flags.Has(IsGone) {
|
||||
if g.Player.Room.Flags.Has(Gone) {
|
||||
return Passage
|
||||
}
|
||||
if g.showFloor() {
|
||||
|
||||
Reference in New Issue
Block a user