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:
@@ -33,14 +33,14 @@ func (g *RogueGame) doRooms() {
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// Put the gone rooms, if any, on the level
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leftOut := g.rnd(4)
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for i := 0; i < leftOut; i++ {
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g.Level.Rooms[g.rndRoom()].Flags.Set(IsGone)
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g.Level.Rooms[g.rndRoom()].Flags.Set(Gone)
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}
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// dig and populate all the rooms on the level
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for i := range g.Level.Rooms {
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rp := &g.Level.Rooms[i]
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// Find upper left corner of box that this room goes in
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top := Coord{X: (i%3)*bsze.X + 1, Y: (i / 3) * bsze.Y}
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if rp.Flags.Has(IsGone) {
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if rp.Flags.Has(Gone) {
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// Place a gone room. Make certain that there is a blank line
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// for passage drawing.
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for {
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@@ -56,13 +56,13 @@ func (g *RogueGame) doRooms() {
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}
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// set room type
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if g.rnd(10) < g.Depth-1 {
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rp.Flags.Set(IsDark) // dark room
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rp.Flags.Set(Dark) // dark room
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if g.rnd(15) == 0 {
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rp.Flags = IsMaze // maze room
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rp.Flags = Maze // maze room
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}
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}
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// Find a place and size for a random room
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if rp.Flags.Has(IsMaze) {
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if rp.Flags.Has(Maze) {
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rp.Max.X = bsze.X - 1
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rp.Max.Y = bsze.Y - 1
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if rp.Pos.X = top.X; rp.Pos.X == 1 {
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@@ -92,7 +92,7 @@ func (g *RogueGame) doRooms() {
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rp.Gold, _ = g.findFloorIn(rp, 0, false)
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gold.Pos = rp.Gold
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g.Level.SetChar(rp.Gold.Y, rp.Gold.X, Gold)
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gold.Flags = IsMany
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gold.Flags = Stackable
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gold.Group = goldGrp
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gold.Type = Gold
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attachObj(&g.Level.Objects, gold)
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@@ -114,7 +114,7 @@ func (g *RogueGame) doRooms() {
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// drawRoom draws a box around a room and lays down the floor for normal
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// rooms; for maze rooms, draws the maze (rooms.c draw_room).
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func (g *RogueGame) drawRoom(rp *Room) {
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if rp.Flags.Has(IsMaze) {
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if rp.Flags.Has(Maze) {
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g.doMaze(rp)
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return
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}
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@@ -180,7 +180,7 @@ func (g *RogueGame) dig(y, x int) {
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if newy < 0 || newy > m.maxy || newx < 0 || newx > m.maxx {
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continue
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}
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if g.Level.FlagsAt(newy+m.starty, newx+m.startx).Has(FPass) {
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if g.Level.FlagsAt(newy+m.starty, newx+m.startx).Has(FPassage) {
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continue
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}
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if cnt++; g.rnd(cnt) == 0 {
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@@ -257,7 +257,7 @@ func (g *RogueGame) findFloorImpl(rp *Room, limit int, monst, pickroom bool) (Co
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var compchar byte
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if !pickroom {
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compchar = Floor
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if rp.Flags.Has(IsMaze) {
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if rp.Flags.Has(Maze) {
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compchar = Passage
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}
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}
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@@ -271,7 +271,7 @@ func (g *RogueGame) findFloorImpl(rp *Room, limit int, monst, pickroom bool) (Co
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if pickroom {
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rp = &g.Level.Rooms[g.rndRoom()]
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compchar = Floor
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if rp.Flags.Has(IsMaze) {
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if rp.Flags.Has(Maze) {
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compchar = Passage
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}
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}
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@@ -294,7 +294,7 @@ func (g *RogueGame) enterRoom(cp Coord) {
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rp := g.roomin(cp)
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p.Room = rp
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g.doorOpen(rp)
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if !rp.Flags.Has(IsDark) && !p.On(IsBlind) {
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if !rp.Flags.Has(Dark) && !p.On(Blind) {
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for y := rp.Pos.Y; y < rp.Max.Y+rp.Pos.Y; y++ {
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g.move(y, rp.Pos.X)
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for x := rp.Pos.X; x < rp.Max.X+rp.Pos.X; x++ {
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@@ -309,7 +309,7 @@ func (g *RogueGame) enterRoom(cp Coord) {
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} else {
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tp.OldCh = ch
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if !g.seeMonst(tp) {
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if p.On(SeeMonst) {
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if p.On(SenseMonsters) {
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g.standout()
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g.addch(tp.Disguise)
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g.standend()
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@@ -330,21 +330,21 @@ func (g *RogueGame) leaveRoom(cp Coord) {
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p := &g.Player
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rp := p.Room
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if rp.Flags.Has(IsMaze) {
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if rp.Flags.Has(Maze) {
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return
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}
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var floor byte
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switch {
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case rp.Flags.Has(IsGone):
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case rp.Flags.Has(Gone):
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floor = Passage
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case !rp.Flags.Has(IsDark) || p.On(IsBlind):
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case !rp.Flags.Has(Dark) || p.On(Blind):
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floor = Floor
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default:
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floor = ' '
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}
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p.Room = &g.Level.Passages[*g.Level.FlagsAt(cp.Y, cp.X)&FPNum]
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p.Room = &g.Level.Passages[*g.Level.FlagsAt(cp.Y, cp.X)&FPassNum]
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for y := rp.Pos.Y; y < rp.Max.Y+rp.Pos.Y; y++ {
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for x := rp.Pos.X; x < rp.Max.X+rp.Pos.X; x++ {
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g.move(y, x)
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@@ -357,7 +357,7 @@ func (g *RogueGame) leaveRoom(cp Coord) {
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// to check for monster, we have to strip out the standout
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// bit (our Window returns the bare character already)
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if isUpper(ch) {
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if p.On(SeeMonst) {
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if p.On(SenseMonsters) {
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g.standout()
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g.addch(ch)
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g.standend()
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