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:
@@ -110,24 +110,24 @@ func (g *RogueGame) conn(r1, r2 int) {
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var del, turnDelta, spos, epos Coord
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var distance, turnDistance int
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if direc == 'd' {
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rmt := rm + 3 // room # of dest
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rpt = &g.Level.Rooms[rmt] // room pointer of dest
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del = Coord{X: 0, Y: 1} // direction of move
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spos = rpf.Pos // start of move
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epos = rpt.Pos // end of move
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if !rpf.Flags.Has(IsGone) { // if not gone pick door pos
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rmt := rm + 3 // room # of dest
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rpt = &g.Level.Rooms[rmt] // room pointer of dest
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del = Coord{X: 0, Y: 1} // direction of move
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spos = rpf.Pos // start of move
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epos = rpt.Pos // end of move
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if !rpf.Flags.Has(Gone) { // if not gone pick door pos
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for {
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spos.X = rpf.Pos.X + g.rnd(rpf.Max.X-2) + 1
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spos.Y = rpf.Pos.Y + rpf.Max.Y - 1
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if !(rpf.Flags.Has(IsMaze) && !g.Level.FlagsAt(spos.Y, spos.X).Has(FPass)) {
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if !(rpf.Flags.Has(Maze) && !g.Level.FlagsAt(spos.Y, spos.X).Has(FPassage)) {
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break
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}
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}
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}
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if !rpt.Flags.Has(IsGone) {
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if !rpt.Flags.Has(Gone) {
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for {
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epos.X = rpt.Pos.X + g.rnd(rpt.Max.X-2) + 1
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if !(rpt.Flags.Has(IsMaze) && !g.Level.FlagsAt(epos.Y, epos.X).Has(FPass)) {
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if !(rpt.Flags.Has(Maze) && !g.Level.FlagsAt(epos.Y, epos.X).Has(FPassage)) {
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break
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}
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}
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@@ -146,19 +146,19 @@ func (g *RogueGame) conn(r1, r2 int) {
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del = Coord{X: 1, Y: 0}
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spos = rpf.Pos
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epos = rpt.Pos
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if !rpf.Flags.Has(IsGone) {
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if !rpf.Flags.Has(Gone) {
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for {
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spos.X = rpf.Pos.X + rpf.Max.X - 1
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spos.Y = rpf.Pos.Y + g.rnd(rpf.Max.Y-2) + 1
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if !(rpf.Flags.Has(IsMaze) && !g.Level.FlagsAt(spos.Y, spos.X).Has(FPass)) {
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if !(rpf.Flags.Has(Maze) && !g.Level.FlagsAt(spos.Y, spos.X).Has(FPassage)) {
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break
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}
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}
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}
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if !rpt.Flags.Has(IsGone) {
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if !rpt.Flags.Has(Gone) {
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for {
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epos.Y = rpt.Pos.Y + g.rnd(rpt.Max.Y-2) + 1
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if !(rpt.Flags.Has(IsMaze) && !g.Level.FlagsAt(epos.Y, epos.X).Has(FPass)) {
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if !(rpt.Flags.Has(Maze) && !g.Level.FlagsAt(epos.Y, epos.X).Has(FPassage)) {
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break
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}
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}
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@@ -177,12 +177,12 @@ func (g *RogueGame) conn(r1, r2 int) {
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// Draw in the doors on either side of the passage or just put #'s if
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// the rooms are gone.
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if !rpf.Flags.Has(IsGone) {
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if !rpf.Flags.Has(Gone) {
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g.door(rpf, spos)
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} else {
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g.putpass(spos)
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}
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if !rpt.Flags.Has(IsGone) {
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if !rpt.Flags.Has(Gone) {
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g.door(rpt, epos)
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} else {
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g.putpass(epos)
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@@ -216,7 +216,7 @@ func (g *RogueGame) conn(r1, r2 int) {
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// putpass).
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func (g *RogueGame) putpass(cp Coord) {
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pp := g.Level.At(cp.Y, cp.X)
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pp.Flags.Set(FPass)
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pp.Flags.Set(FPassage)
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if g.rnd(10)+1 < g.Depth && g.rnd(40) == 0 {
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pp.Flags.Clear(FReal)
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} else {
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@@ -229,7 +229,7 @@ func (g *RogueGame) putpass(cp Coord) {
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func (g *RogueGame) door(rm *Room, cp Coord) {
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rm.Exits = append(rm.Exits, cp)
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if rm.Flags.Has(IsMaze) {
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if rm.Flags.Has(Maze) {
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return
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}
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@@ -252,10 +252,10 @@ func (g *RogueGame) addPass() {
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for y := 1; y < NumLines-1; y++ {
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for x := 0; x < NumCols; x++ {
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pp := g.Level.At(y, x)
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if pp.Flags.Has(FPass) || pp.Ch == Door ||
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if pp.Flags.Has(FPassage) || pp.Ch == Door ||
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(!pp.Flags.Has(FReal) && (pp.Ch == '|' || pp.Ch == '-')) {
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ch := pp.Ch
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if pp.Flags.Has(FPass) {
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if pp.Flags.Has(FPassage) {
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ch = Passage
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}
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pp.Flags.Set(FSeen)
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@@ -266,7 +266,7 @@ func (g *RogueGame) addPass() {
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g.addch(ch)
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} else {
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g.standout()
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if pp.Flags.Has(FPass) {
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if pp.Flags.Has(FPassage) {
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g.addch(Passage)
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} else {
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g.addch(Door)
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@@ -301,7 +301,7 @@ func (g *RogueGame) numpass(y, x int) {
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return
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}
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fp := g.Level.FlagsAt(y, x)
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if fp.Has(FPNum) {
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if fp.Has(FPassNum) {
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return
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}
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if g.newpnum {
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@@ -314,7 +314,7 @@ func (g *RogueGame) numpass(y, x int) {
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(!fp.Has(FReal) && (ch == '|' || ch == '-')) {
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rp := &g.Level.Passages[g.pnum]
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rp.Exits = append(rp.Exits, Coord{Y: y, X: x})
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} else if !fp.Has(FPass) {
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} else if !fp.Has(FPassage) {
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return
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}
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*fp |= PlaceFlags(g.pnum)
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