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:
2026-07-06 21:28:57 +02:00
parent 1133feb0ba
commit e71a2ef3fd
32 changed files with 646 additions and 650 deletions

View File

@@ -100,9 +100,9 @@ const (
type RoomFlags int16
const (
IsDark RoomFlags = 1 << iota // room is dark
IsGone // room is gone (a corridor)
IsMaze // room is a maze
Dark RoomFlags = 1 << iota // room is dark
Gone // room is gone (a corridor)
Maze // room is a maze
)
func (f RoomFlags) Has(b RoomFlags) bool { return f&b != 0 }
@@ -113,12 +113,12 @@ func (f *RoomFlags) Clear(b RoomFlags) { *f &^= b }
type ObjFlags int32
const (
IsCursed ObjFlags = 1 << iota // object is cursed
IsKnow // player knows details about the object
IsMissl // object is a missile type
IsMany // object comes in groups
ObjIsFound // object has been seen (ISFOUND shares the bit with creatures)
IsProt // armor is permanently protected
Cursed ObjFlags = 1 << iota // ISCURSED: object is cursed
Known // ISKNOW: player knows details about the object
Missile // ISMISL: object is a missile type
Stackable // ISMANY: object comes in groups
WasFound // ISFOUND (objects): object has been seen (ISFOUND shares the bit with creatures)
Protected // ISPROT: armor is permanently protected
)
func (f ObjFlags) Has(b ObjFlags) bool { return f&b != 0 }
@@ -131,25 +131,25 @@ func (f *ObjFlags) Clear(b ObjFlags) { *f &^= b }
type CreatureFlags int32
const (
CanHuh CreatureFlags = 0o000001 // creature can confuse
CanSee CreatureFlags = 0o000002 // creature can see invisible creatures
IsBlind CreatureFlags = 0o000004 // creature is blind
IsCanc CreatureFlags = 0o000010 // creature has special qualities cancelled
IsLevit CreatureFlags = 0o000010 // hero is levitating
IsFound CreatureFlags = 0o000020 // creature has been seen
IsGreed CreatureFlags = 0o000040 // creature runs to protect gold
IsHaste CreatureFlags = 0o000100 // creature has been hastened
IsTarget CreatureFlags = 0o000200 // creature is the target of an 'f' command
IsHeld CreatureFlags = 0o000400 // creature has been held
IsHuh CreatureFlags = 0o001000 // creature is confused
IsInvis CreatureFlags = 0o002000 // creature is invisible
IsMean CreatureFlags = 0o004000 // creature can wake when player enters room
IsHalu CreatureFlags = 0o004000 // hero is on acid trip
IsRegen CreatureFlags = 0o010000 // creature can regenerate
IsRun CreatureFlags = 0o020000 // creature is running at the player
SeeMonst CreatureFlags = 0o040000 // hero can detect unseen monsters
IsFly CreatureFlags = 0o040000 // creature can fly
IsSlow CreatureFlags = 0o100000 // creature has been slowed
CanConfuse CreatureFlags = 0o000001 // CANHUH: creature can confuse
CanSeeInvisible CreatureFlags = 0o000002 // CANSEE: creature can see invisible creatures
Blind CreatureFlags = 0o000004 // ISBLIND: creature is blind
Cancelled CreatureFlags = 0o000010 // ISCANC: creature has special qualities cancelled
Levitating CreatureFlags = 0o000010 // ISLEVIT: hero is levitating
Found CreatureFlags = 0o000020 // ISFOUND: creature has been seen
Greedy CreatureFlags = 0o000040 // ISGREED: creature runs to protect gold
Hasted CreatureFlags = 0o000100 // ISHASTE: creature has been hastened
Targeted CreatureFlags = 0o000200 // ISTARGET: creature is the target of an 'f' command
Held CreatureFlags = 0o000400 // ISHELD: creature has been held
Confused CreatureFlags = 0o001000 // ISHUH: creature is confused
Invisible CreatureFlags = 0o002000 // ISINVIS: creature is invisible
Mean CreatureFlags = 0o004000 // ISMEAN: creature can wake when player enters room
Hallucinating CreatureFlags = 0o004000 // ISHALU: hero is on acid trip
Regenerates CreatureFlags = 0o010000 // ISREGEN: creature can regenerate
Awake CreatureFlags = 0o020000 // ISRUN: creature is running at the player
SenseMonsters CreatureFlags = 0o040000 // SEEMONST: hero can detect unseen monsters
Flying CreatureFlags = 0o040000 // ISFLY: creature can fly
Slowed CreatureFlags = 0o100000 // ISSLOW: creature has been slowed
)
func (f CreatureFlags) Has(b CreatureFlags) bool { return f&b != 0 }
@@ -160,13 +160,13 @@ func (f *CreatureFlags) Clear(b CreatureFlags) { *f &^= b }
type PlaceFlags uint8
const (
FPass PlaceFlags = 0x80 // is a passageway
FSeen PlaceFlags = 0x40 // have seen this spot before
FDropped PlaceFlags = 0x20 // object was dropped here
FLocked PlaceFlags = 0x20 // door is locked
FReal PlaceFlags = 0x10 // what you see is what you get
FPNum PlaceFlags = 0x0f // passage number mask
FTMask PlaceFlags = 0x07 // trap number mask
FPassage PlaceFlags = 0x80 // F_PASS: is a passageway
FSeen PlaceFlags = 0x40 // have seen this spot before
FDropped PlaceFlags = 0x20 // object was dropped here
FLocked PlaceFlags = 0x20 // door is locked
FReal PlaceFlags = 0x10 // what you see is what you get
FPassNum PlaceFlags = 0x0f // F_PNUM: passage number mask
FTrapMask PlaceFlags = 0x07 // F_TMASK: trap number mask
)
func (f PlaceFlags) Has(b PlaceFlags) bool { return f&b != 0 }
@@ -175,123 +175,123 @@ func (f *PlaceFlags) Clear(b PlaceFlags) { *f &^= b }
// Trap types (rogue.h)
const (
TDoor = 0
TArrow = 1
TSleep = 2
TBear = 3
TTelep = 4
TDart = 5
TRust = 6
TMyst = 7
NTraps = 8
TrapDoor = 0
TrapArrow = 1
TrapSleep = 2
TrapBear = 3
TrapTeleport = 4
TrapDart = 5
TrapRust = 6
TrapMystery = 7
NumTrapTypes = 8
)
// Potion types (rogue.h)
const (
PConfuse = iota
PLSD
PPoison
PStrength
PSeeInvis
PHealing
PMFind
PTFind
PRaise
PXHeal
PHaste
PRestore
PBlind
PLevit
MaxPotions
PotionConfusion = iota
PotionLSD
PotionPoison
PotionGainStrength
PotionSeeInvisible
PotionHealing
PotionDetectMonsters
PotionDetectMagic
PotionRaiseLevel
PotionExtraHealing
PotionHaste
PotionRestoreStrength
PotionBlindness
PotionLevitation
NumPotionTypes
)
// Scroll types (rogue.h)
const (
SConfuse = iota
SMap
SHold
SSleep
SArmor
SIDPotion
SIDScroll
SIDWeapon
SIDArmor
SIDRorS
SScare
SFDet
STelep
SEnch
SCreate
SRemove
SAggr
SProtect
MaxScrolls
ScrollMonsterConfusion = iota
ScrollMagicMapping
ScrollHoldMonster
ScrollSleep
ScrollEnchantArmor
ScrollIdentifyPotion
ScrollIdentifyScroll
ScrollIdentifyWeapon
ScrollIdentifyArmor
ScrollIdentifyRingOrStick
ScrollScareMonster
ScrollFoodDetection
ScrollTeleportation
ScrollEnchantWeapon
ScrollCreateMonster
ScrollRemoveCurse
ScrollAggravateMonsters
ScrollProtectArmor
NumScrollTypes
)
// Weapon types (rogue.h)
const (
Mace = iota
Sword
Bow
Arrow
Dagger
TwoSword
Dart
Shiraken
Spear
Flame // fake entry for dragon breath (ick)
MaxWeapons = Flame
WeaponMace = iota
WeaponLongSword
WeaponBow
WeaponArrow
WeaponDagger
WeaponTwoHandedSword
WeaponDart
WeaponShuriken
WeaponSpear
WeaponFlame // fake entry for dragon breath (ick)
NumWeaponTypes = WeaponFlame
)
// Armor types (rogue.h)
const (
Leather = iota
RingMail
StuddedLeather
ScaleMail
ChainMail
SplintMail
BandedMail
PlateMail
MaxArmors
ArmorLeather = iota
ArmorRingMail
ArmorStuddedLeather
ArmorScaleMail
ArmorChainMail
ArmorSplintMail
ArmorBandedMail
ArmorPlateMail
NumArmorTypes
)
// Ring types (rogue.h)
const (
RProtect = iota
RAddStr
RSustStr
RSearch
RSeeInvis
RNop
RAggr
RAddHit
RAddDam
RRegen
RDigest
RTeleport
RStealth
RSustArm
MaxRings
RingProtection = iota
RingAddStrength
RingSustainStrength
RingSearching
RingSeeInvisible
RingAdornment
RingAggravateMonsters
RingDexterity
RingIncreaseDamage
RingRegeneration
RingSlowDigestion
RingTeleportation
RingStealth
RingMaintainArmor
NumRingTypes
)
// Rod/Wand/Staff types (rogue.h)
const (
WsLight = iota
WsInvis
WsElect
WsFire
WsCold
WsPolymorph
WsMissile
WsHasteM
WsSlowM
WsDrain
WsNop
WsTelAway
WsTelTo
WsCancel
MaxSticks
WandLight = iota
WandInvisibility
WandLightning
WandFire
WandCold
WandPolymorph
WandMagicMissile
WandHasteMonster
WandSlowMonster
WandDrainLife
WandNothing
WandTeleportAway
WandTeleportTo
WandCancellation
NumWandTypes
)
// Coord is a position on the level (rogue.h coord). A value type: the C