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:
@@ -122,21 +122,21 @@ func (g *RogueGame) wield() {
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}
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// initWeaps is the weapons.c init_dam[] table.
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var initWeaps = [MaxWeapons]struct {
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var initWeaps = [NumWeaponTypes]struct {
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dam string // damage when wielded
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hrl string // damage when thrown
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launch int // launching weapon
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flags ObjFlags
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}{
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{"2x4", "1x3", noWeapon, 0}, // Mace
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{"3x4", "1x2", noWeapon, 0}, // Long sword
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{"1x1", "1x1", noWeapon, 0}, // Bow
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{"1x1", "2x3", Bow, IsMany | IsMissl}, // Arrow
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{"1x6", "1x4", noWeapon, IsMissl}, // Dagger
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{"4x4", "1x2", noWeapon, 0}, // 2h sword
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{"1x1", "1x3", noWeapon, IsMany | IsMissl}, // Dart
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{"1x2", "2x4", noWeapon, IsMany | IsMissl}, // Shuriken
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{"2x3", "1x6", noWeapon, IsMissl}, // Spear
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{"2x4", "1x3", noWeapon, 0}, // WeaponMace
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{"3x4", "1x2", noWeapon, 0}, // Long sword
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{"1x1", "1x1", noWeapon, 0}, // WeaponBow
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{"1x1", "2x3", WeaponBow, Stackable | Missile}, // WeaponArrow
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{"1x6", "1x4", noWeapon, Missile}, // WeaponDagger
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{"4x4", "1x2", noWeapon, 0}, // 2h sword
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{"1x1", "1x3", noWeapon, Stackable | Missile}, // WeaponDart
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{"1x2", "2x4", noWeapon, Stackable | Missile}, // Shuriken
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{"2x3", "1x6", noWeapon, Missile}, // WeaponSpear
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}
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// initWeapon sets up a new weapon (weapons.c init_weapon).
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@@ -150,11 +150,11 @@ func (g *RogueGame) initWeapon(weap *Object, which int) {
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weap.Flags = iwp.flags
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weap.HPlus = 0
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weap.DPlus = 0
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if which == Dagger {
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if which == WeaponDagger {
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weap.Count = g.rnd(4) + 2
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weap.Group = g.Items.Group
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g.Items.Group++
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} else if weap.Flags.Has(IsMany) {
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} else if weap.Flags.Has(Stackable) {
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weap.Count = g.rnd(8) + 8
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weap.Group = g.Items.Group
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g.Items.Group++
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