Decompose ringOn and totalWinner (refactor step 7)

ringOn gains pickRingHand and chooseTerse messages; totalWinner's
appraisal switch becomes objectWorth with loreWorth/ringWorth/
wandWorth. Behavior unchanged.
This commit is contained in:
2026-07-22 22:03:31 +07:00
parent ff7ee95395
commit 444bc30f2c
2 changed files with 119 additions and 95 deletions

View File

@@ -14,11 +14,8 @@ func (g *RogueGame) ringOn() {
}
if obj.Kind != KindRing {
if !g.Options.Terse {
g.msg("it would be difficult to wrap that around a finger")
} else {
g.msg("not a ring")
}
g.msg("%s", g.chooseTerse("not a ring",
"it would be difficult to wrap that around a finger"))
return
}
@@ -28,24 +25,8 @@ func (g *RogueGame) ringOn() {
return
}
var ring int
switch {
case p.CurRing[Left] == nil && p.CurRing[Right] == nil:
if ring = g.gethand(); ring < 0 {
return
}
case p.CurRing[Left] == nil:
ring = Left
case p.CurRing[Right] == nil:
ring = Right
default:
if !g.Options.Terse {
g.msg("you already have a ring on each hand")
} else {
g.msg("wearing two")
}
ring := g.pickRingHand()
if ring < 0 {
return
}
@@ -68,6 +49,26 @@ func (g *RogueGame) ringOn() {
g.msg("%s (%c)", g.inventoryName(obj, true), obj.PackCh)
}
// pickRingHand chooses the hand for a new ring, asking when both are
// free; negative aborts (rings.c ring_on).
func (g *RogueGame) pickRingHand() int {
p := &g.Player
switch {
case p.CurRing[Left] == nil && p.CurRing[Right] == nil:
return g.gethand()
case p.CurRing[Left] == nil:
return Left
case p.CurRing[Right] == nil:
return Right
default:
g.msg("%s", g.chooseTerse("wearing two",
"you already have a ring on each hand"))
return -1
}
}
// ringOff takes off a ring (rings.c ring_off).
func (g *RogueGame) ringOff() {
p := &g.Player

View File

@@ -115,78 +115,7 @@ func (g *RogueGame) totalWinner() {
line := 1
for _, obj := range p.Pack {
worth := 0
it := &g.Items
switch obj.Kind {
case KindFood:
worth = 2 * obj.Count
case KindWeapon:
worth = it.Weapons[obj.Which].Worth
worth *= 3*(obj.HPlus+obj.DPlus) + obj.Count
obj.Flags.Set(Known)
case KindArmor:
worth = it.Armors[obj.Which].Worth
worth += (9 - obj.ArmorClass) * 100
worth += 10 * (g.data.aClass[obj.Which] - obj.ArmorClass)
obj.Flags.Set(Known)
case KindScroll:
op := &it.Scrolls[obj.Which]
worth = op.Worth * obj.Count
if !op.Know {
worth /= 2
}
op.Know = true
case KindPotion:
op := &it.Potions[obj.Which]
worth = op.Worth * obj.Count
if !op.Know {
worth /= 2
}
op.Know = true
case KindRing:
op := &it.Rings[obj.Which]
worth = op.Worth
if obj.RingKind() == RingAddStrength || obj.RingKind() == RingIncreaseDamage ||
obj.RingKind() == RingProtection || obj.RingKind() == RingDexterity {
if obj.Bonus > 0 {
worth += obj.Bonus * 100
} else {
worth = 10
}
}
if !obj.Flags.Has(Known) {
worth /= 2
}
obj.Flags.Set(Known)
op.Know = true
case KindWand:
op := &it.Sticks[obj.Which]
worth = op.Worth
worth += 20 * obj.Charges
if !obj.Flags.Has(Known) {
worth /= 2
}
obj.Flags.Set(Known)
op.Know = true
case KindAmulet:
worth = 1000
}
if worth < 0 {
worth = 0
}
worth := g.objectWorth(obj)
g.scr.Std.MvPrintwf(line, 0, "%c) %5d %s", obj.PackCh, worth,
g.inventoryName(obj, false))
@@ -200,6 +129,100 @@ func (g *RogueGame) totalWinner() {
g.myExit()
}
// objectWorth appraises one pack item on the way out, marking it known
// (the switch of rip.c total_winner).
func (g *RogueGame) objectWorth(obj *Object) int {
it := &g.Items
worth := 0
switch obj.Kind {
case KindFood:
worth = 2 * obj.Count
case KindWeapon:
worth = it.Weapons[obj.Which].Worth
worth *= 3*(obj.HPlus+obj.DPlus) + obj.Count
obj.Flags.Set(Known)
case KindArmor:
worth = it.Armors[obj.Which].Worth
worth += (9 - obj.ArmorClass) * 100
worth += 10 * (g.data.aClass[obj.Which] - obj.ArmorClass)
obj.Flags.Set(Known)
case KindScroll:
worth = loreWorth(&it.Scrolls[obj.Which], obj.Count)
case KindPotion:
worth = loreWorth(&it.Potions[obj.Which], obj.Count)
case KindRing:
worth = g.ringWorth(obj)
case KindWand:
worth = g.wandWorth(obj)
case KindAmulet:
worth = 1000
}
if worth < 0 {
worth = 0
}
return worth
}
// loreWorth appraises a scroll or potion, halved when unidentified, and
// identifies it (rip.c total_winner).
func loreWorth(op *ObjInfo, count int) int {
worth := op.Worth * count
if !op.Know {
worth /= 2
}
op.Know = true
return worth
}
// ringWorth appraises a ring: bonus rings gain by their bonus, cursed
// ones are junk (rip.c total_winner).
func (g *RogueGame) ringWorth(obj *Object) int {
op := &g.Items.Rings[obj.Which]
worth := op.Worth
if obj.RingKind() == RingAddStrength || obj.RingKind() == RingIncreaseDamage ||
obj.RingKind() == RingProtection || obj.RingKind() == RingDexterity {
if obj.Bonus > 0 {
worth += obj.Bonus * 100
} else {
worth = 10
}
}
if !obj.Flags.Has(Known) {
worth /= 2
}
obj.Flags.Set(Known)
op.Know = true
return worth
}
// wandWorth appraises a wand or staff by its charges (rip.c
// total_winner).
func (g *RogueGame) wandWorth(obj *Object) int {
op := &g.Items.Sticks[obj.Which]
worth := op.Worth
worth += 20 * obj.Charges
if !obj.Flags.Has(Known) {
worth /= 2
}
obj.Flags.Set(Known)
op.Know = true
return worth
}
// killname converts a code to a monster name (rip.c killname).
func (g *RogueGame) killname(monst byte, doart bool) string {
var (