Merge refactor/typed-kinds (refactor step 2)
This commit is contained in:
@@ -5,7 +5,7 @@ package game
|
||||
// wear lets the player put armor on (armor.c wear).
|
||||
func (g *RogueGame) wear() {
|
||||
p := &g.Player
|
||||
obj := g.getItem("wear", int(Armor))
|
||||
obj := g.getItem("wear", KindArmor)
|
||||
if obj == nil {
|
||||
return
|
||||
}
|
||||
@@ -18,7 +18,7 @@ func (g *RogueGame) wear() {
|
||||
g.After = false
|
||||
return
|
||||
}
|
||||
if obj.Type != Armor {
|
||||
if obj.Kind != KindArmor {
|
||||
g.msg("you can't wear that")
|
||||
return
|
||||
}
|
||||
|
||||
@@ -233,7 +233,7 @@ func (g *RogueGame) chase(tp *Monster, ee Coord) bool {
|
||||
break
|
||||
}
|
||||
}
|
||||
if found != nil && found.Which == ScrollScareMonster {
|
||||
if found != nil && found.ScrollKind() == ScrollScareMonster {
|
||||
continue
|
||||
}
|
||||
}
|
||||
@@ -375,7 +375,7 @@ func (g *RogueGame) findDest(tp *Monster) *Coord {
|
||||
return &g.Player.Pos
|
||||
}
|
||||
for _, obj := range g.Level.Objects {
|
||||
if obj.Type == Scroll && obj.Which == ScrollScareMonster {
|
||||
if obj.Kind == KindScroll && obj.ScrollKind() == ScrollScareMonster {
|
||||
continue
|
||||
}
|
||||
if g.roomin(obj.Pos) == tp.Room && g.rnd(100) < prob {
|
||||
|
||||
@@ -149,7 +149,7 @@ over:
|
||||
}
|
||||
if found != nil {
|
||||
if !g.levitCheck() {
|
||||
g.pickUp(found.Type)
|
||||
g.pickUp(found.Kind.Glyph())
|
||||
}
|
||||
} else {
|
||||
if !g.Options.Terse {
|
||||
@@ -409,7 +409,7 @@ func (g *RogueGame) wizardCommand(ch byte) {
|
||||
case CTRL('X'):
|
||||
g.turnSee(p.On(SenseMonsters))
|
||||
case CTRL('~'):
|
||||
if item := g.getItem("charge", int(Stick)); item != nil {
|
||||
if item := g.getItem("charge", KindWand); item != nil {
|
||||
item.SetCharges(10000)
|
||||
}
|
||||
case CTRL('I'):
|
||||
@@ -425,8 +425,8 @@ func (g *RogueGame) wizardCommand(ch byte) {
|
||||
p.CurWeapon = obj
|
||||
// And his suit of armor
|
||||
obj = newObject()
|
||||
obj.Type = Armor
|
||||
obj.Which = ArmorPlateMail
|
||||
obj.Kind = KindArmor
|
||||
obj.Which = int(ArmorPlateMail)
|
||||
obj.Arm = -5
|
||||
obj.Flags.Set(Known)
|
||||
obj.Count = 1
|
||||
@@ -671,7 +671,7 @@ func (g *RogueGame) levitCheck() bool {
|
||||
// call allows a user to call a potion, scroll, or ring something
|
||||
// (command.c call).
|
||||
func (g *RogueGame) call() {
|
||||
obj := g.getItem("call", Callable)
|
||||
obj := g.getItem("call", KindCallable)
|
||||
// Make certain that it is something that we want to name
|
||||
if obj == nil {
|
||||
return
|
||||
@@ -681,20 +681,20 @@ func (g *RogueGame) call() {
|
||||
var know *bool
|
||||
var guess *string
|
||||
it := &g.Items
|
||||
switch obj.Type {
|
||||
case Ring:
|
||||
switch obj.Kind {
|
||||
case KindRing:
|
||||
op = &it.Rings[obj.Which]
|
||||
elsewise = it.RingStones[obj.Which]
|
||||
case Potion:
|
||||
case KindPotion:
|
||||
op = &it.Potions[obj.Which]
|
||||
elsewise = it.PotColors[obj.Which]
|
||||
case Scroll:
|
||||
case KindScroll:
|
||||
op = &it.Scrolls[obj.Which]
|
||||
elsewise = it.ScrNames[obj.Which]
|
||||
case Stick:
|
||||
case KindWand:
|
||||
op = &it.Sticks[obj.Which]
|
||||
elsewise = it.WandMade[obj.Which]
|
||||
case Food:
|
||||
case KindFood:
|
||||
g.msg("you can't call that anything")
|
||||
return
|
||||
default:
|
||||
|
||||
@@ -40,12 +40,12 @@ type Player struct {
|
||||
func (c *Creature) On(f CreatureFlags) bool { return c.Flags.Has(f) }
|
||||
|
||||
// IsRing is the C ISRING(hand, ring) macro.
|
||||
func (p *Player) IsRing(hand, ring int) bool {
|
||||
return p.CurRing[hand] != nil && p.CurRing[hand].Which == ring
|
||||
func (p *Player) IsRing(hand int, ring RingKind) bool {
|
||||
return p.CurRing[hand] != nil && p.CurRing[hand].RingKind() == ring
|
||||
}
|
||||
|
||||
// IsWearing is the C ISWEARING(ring) macro: is the ring on either hand.
|
||||
func (p *Player) IsWearing(ring int) bool {
|
||||
func (p *Player) IsWearing(ring RingKind) bool {
|
||||
return p.IsRing(Left, ring) || p.IsRing(Right, ring)
|
||||
}
|
||||
|
||||
|
||||
@@ -194,7 +194,7 @@ func (g *RogueGame) comeDown(int) {
|
||||
// undo the things
|
||||
for _, tp := range g.Level.Objects {
|
||||
if g.cansee(tp.Pos.Y, tp.Pos.X) {
|
||||
g.mvaddch(tp.Pos.Y, tp.Pos.X, tp.Type)
|
||||
g.mvaddch(tp.Pos.Y, tp.Pos.X, tp.Kind.Glyph())
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -22,8 +22,8 @@ func give(g *RogueGame, obj *Object) byte {
|
||||
func TestQuaffHealingPotion(t *testing.T) {
|
||||
g := mkGameInput(t, 5, "")
|
||||
pot := newObject()
|
||||
pot.Type = Potion
|
||||
pot.Which = PotionHealing
|
||||
pot.Kind = KindPotion
|
||||
pot.Which = int(PotionHealing)
|
||||
ch := give(g, pot)
|
||||
g.scr.term.(*testTerm).input = []byte{ch}
|
||||
|
||||
@@ -43,8 +43,8 @@ func TestQuaffHealingPotion(t *testing.T) {
|
||||
func TestQuaffConfusionSetsFlagAndFuse(t *testing.T) {
|
||||
g := mkGameInput(t, 5, "")
|
||||
pot := newObject()
|
||||
pot.Type = Potion
|
||||
pot.Which = PotionConfusion
|
||||
pot.Kind = KindPotion
|
||||
pot.Which = int(PotionConfusion)
|
||||
ch := give(g, pot)
|
||||
g.scr.term.(*testTerm).input = []byte{ch}
|
||||
|
||||
@@ -67,8 +67,8 @@ func TestQuaffConfusionSetsFlagAndFuse(t *testing.T) {
|
||||
func TestReadEnchantArmor(t *testing.T) {
|
||||
g := mkGameInput(t, 5, "")
|
||||
scr := newObject()
|
||||
scr.Type = Scroll
|
||||
scr.Which = ScrollEnchantArmor
|
||||
scr.Kind = KindScroll
|
||||
scr.Which = int(ScrollEnchantArmor)
|
||||
ch := give(g, scr)
|
||||
g.scr.term.(*testTerm).input = []byte{ch}
|
||||
|
||||
@@ -90,8 +90,8 @@ func TestReadHoldMonsterFreezesAdjacent(t *testing.T) {
|
||||
tp := spawnAdjacent(g, 'Z')
|
||||
tp.Flags.Set(Awake)
|
||||
scr := newObject()
|
||||
scr.Type = Scroll
|
||||
scr.Which = ScrollHoldMonster
|
||||
scr.Kind = KindScroll
|
||||
scr.Which = int(ScrollHoldMonster)
|
||||
ch := give(g, scr)
|
||||
g.scr.term.(*testTerm).input = []byte{ch}
|
||||
|
||||
@@ -111,8 +111,8 @@ func TestHoldScrollGreedyMonsterQuirk(t *testing.T) {
|
||||
tp := spawnAdjacent(g, 'O')
|
||||
tp.Flags.Set(Awake)
|
||||
scr := newObject()
|
||||
scr.Type = Scroll
|
||||
scr.Which = ScrollHoldMonster
|
||||
scr.Kind = KindScroll
|
||||
scr.Which = int(ScrollHoldMonster)
|
||||
ch := give(g, scr)
|
||||
g.scr.term.(*testTerm).input = []byte{ch}
|
||||
|
||||
@@ -132,8 +132,8 @@ func TestZapSlowMonster(t *testing.T) {
|
||||
g := mkGameInput(t, 5, "")
|
||||
tp := spawnAdjacent(g, 'Z')
|
||||
stick := newObject()
|
||||
stick.Type = Stick
|
||||
stick.Which = WandSlowMonster
|
||||
stick.Kind = KindWand
|
||||
stick.Which = int(WandSlowMonster)
|
||||
g.fixStick(stick)
|
||||
ch := give(g, stick)
|
||||
g.scr.term.(*testTerm).input = []byte{ch}
|
||||
|
||||
@@ -344,7 +344,7 @@ func (g *RogueGame) rollEm(thatt, thdef *Creature, weap *Object, hurl bool) bool
|
||||
cp = weap.Damage
|
||||
if hurl {
|
||||
if weap.Flags.Has(Missile) && p.CurWeapon != nil &&
|
||||
p.CurWeapon.Which == weap.Launch {
|
||||
WeaponKind(p.CurWeapon.Which) == weap.Launch {
|
||||
cp = weap.HurlDmg
|
||||
hplus += p.CurWeapon.HPlus
|
||||
dplus += p.CurWeapon.DPlus
|
||||
@@ -425,7 +425,7 @@ func (g *RogueGame) thunk(weap *Object, mname string, noend bool) {
|
||||
if g.ToDeath {
|
||||
return
|
||||
}
|
||||
if weap.Type == Weapon {
|
||||
if weap.Kind == KindWeapon {
|
||||
g.addmsg("the %s hits ", g.Items.Weapons[weap.Which].Name)
|
||||
} else {
|
||||
g.addmsg("you hit ")
|
||||
@@ -488,7 +488,7 @@ func (g *RogueGame) bounce(weap *Object, mname string, noend bool) {
|
||||
if g.ToDeath {
|
||||
return
|
||||
}
|
||||
if weap.Type == Weapon {
|
||||
if weap.Kind == KindWeapon {
|
||||
g.addmsg("the %s misses ", g.Items.Weapons[weap.Which].Name)
|
||||
} else {
|
||||
g.addmsg("you missed ")
|
||||
@@ -539,7 +539,7 @@ func (g *RogueGame) killed(tp *Monster, pr bool) {
|
||||
}
|
||||
if ok && g.Depth >= g.MaxDepth {
|
||||
gold := newObject()
|
||||
gold.Type = Gold
|
||||
gold.Kind = KindGold
|
||||
gold.SetGoldVal(g.goldCalc())
|
||||
if g.save(VsMagic) {
|
||||
gold.Arm += g.goldCalc() + g.goldCalc() + g.goldCalc() + g.goldCalc()
|
||||
|
||||
14
game/init.go
14
game/init.go
@@ -13,13 +13,13 @@ func (g *RogueGame) initPlayer() {
|
||||
p.FoodLeft = HungerTime
|
||||
// Give him some food
|
||||
obj := newObject()
|
||||
obj.Type = Food
|
||||
obj.Kind = KindFood
|
||||
obj.Count = 1
|
||||
g.addPack(obj, true)
|
||||
// And his suit of armor
|
||||
obj = newObject()
|
||||
obj.Type = Armor
|
||||
obj.Which = ArmorRingMail
|
||||
obj.Kind = KindArmor
|
||||
obj.Which = int(ArmorRingMail)
|
||||
obj.Arm = aClass[ArmorRingMail] - 1
|
||||
obj.Flags.Set(Known)
|
||||
obj.Count = 1
|
||||
@@ -51,7 +51,7 @@ func (g *RogueGame) initPlayer() {
|
||||
// (init.c init_colors).
|
||||
func (g *RogueGame) initColors() {
|
||||
used := make([]bool, len(rainbow))
|
||||
for i := 0; i < NumPotionTypes; i++ {
|
||||
for i := PotionKind(0); i < NumPotionTypes; i++ {
|
||||
var j int
|
||||
for {
|
||||
j = g.rnd(len(rainbow))
|
||||
@@ -66,7 +66,7 @@ func (g *RogueGame) initColors() {
|
||||
|
||||
// initNames generates the names of the various scrolls (init.c init_names).
|
||||
func (g *RogueGame) initNames() {
|
||||
for i := 0; i < NumScrollTypes; i++ {
|
||||
for i := ScrollKind(0); i < NumScrollTypes; i++ {
|
||||
var cp strings.Builder
|
||||
nwords := g.rnd(3) + 2
|
||||
for ; nwords > 0; nwords-- {
|
||||
@@ -88,7 +88,7 @@ func (g *RogueGame) initNames() {
|
||||
// (init.c init_stones).
|
||||
func (g *RogueGame) initStones() {
|
||||
used := make([]bool, len(stoneTable))
|
||||
for i := 0; i < NumRingTypes; i++ {
|
||||
for i := RingKind(0); i < NumRingTypes; i++ {
|
||||
var j int
|
||||
for {
|
||||
j = g.rnd(len(stoneTable))
|
||||
@@ -107,7 +107,7 @@ func (g *RogueGame) initStones() {
|
||||
func (g *RogueGame) initMaterials() {
|
||||
used := make([]bool, len(woods))
|
||||
metused := make([]bool, len(metals))
|
||||
for i := 0; i < NumWandTypes; i++ {
|
||||
for i := WandKind(0); i < NumWandTypes; i++ {
|
||||
var str string
|
||||
for {
|
||||
if g.rnd(2) == 0 {
|
||||
|
||||
@@ -213,11 +213,11 @@ func (g *RogueGame) findObj(y, x int) *Object {
|
||||
|
||||
// eat lets her try to eat something (misc.c eat).
|
||||
func (g *RogueGame) eat() {
|
||||
obj := g.getItem("eat", int(Food))
|
||||
obj := g.getItem("eat", KindFood)
|
||||
if obj == nil {
|
||||
return
|
||||
}
|
||||
if obj.Type != Food {
|
||||
if obj.Kind != KindFood {
|
||||
if !g.Options.Terse {
|
||||
g.msg("ugh, you would get ill if you ate that")
|
||||
} else {
|
||||
|
||||
@@ -192,7 +192,7 @@ func (g *RogueGame) doorOpen(rp *Room) {
|
||||
}
|
||||
|
||||
// beTrapped makes him pay for stepping on a trap (move.c be_trapped).
|
||||
func (g *RogueGame) beTrapped(tc Coord) int {
|
||||
func (g *RogueGame) beTrapped(tc Coord) TrapKind {
|
||||
p := &g.Player
|
||||
if p.On(Levitating) {
|
||||
return TrapRust // anything that's not a door or teleport
|
||||
@@ -201,7 +201,7 @@ func (g *RogueGame) beTrapped(tc Coord) int {
|
||||
g.Count = 0
|
||||
pp := g.Level.At(tc.Y, tc.X)
|
||||
pp.Ch = Trap
|
||||
tr := int(pp.Flags & FTrapMask)
|
||||
tr := TrapKind(pp.Flags & FTrapMask)
|
||||
pp.Flags.Set(FSeen)
|
||||
switch tr {
|
||||
case TrapDoor:
|
||||
@@ -311,7 +311,7 @@ func (g *RogueGame) rndmove(who *Creature) Coord {
|
||||
break
|
||||
}
|
||||
}
|
||||
if found != nil && found.Which == ScrollScareMonster {
|
||||
if found != nil && found.ScrollKind() == ScrollScareMonster {
|
||||
return who.Pos
|
||||
}
|
||||
}
|
||||
@@ -321,7 +321,7 @@ func (g *RogueGame) rndmove(who *Creature) Coord {
|
||||
// rustArmor rusts the given armor, if it is a legal kind to rust, and we
|
||||
// aren't wearing a magic ring (move.c rust_armor).
|
||||
func (g *RogueGame) rustArmor(arm *Object) {
|
||||
if arm == nil || arm.Type != Armor || arm.Which == ArmorLeather ||
|
||||
if arm == nil || arm.Kind != KindArmor || arm.ArmorKind() == ArmorLeather ||
|
||||
arm.Arm >= 9 {
|
||||
return
|
||||
}
|
||||
|
||||
@@ -103,7 +103,7 @@ func (g *RogueGame) putThings() {
|
||||
attachObj(&g.Level.Objects, obj)
|
||||
// Put it somewhere
|
||||
obj.Pos, _ = g.findFloor(nil, 0, false)
|
||||
g.Level.SetChar(obj.Pos.Y, obj.Pos.X, obj.Type)
|
||||
g.Level.SetChar(obj.Pos.Y, obj.Pos.X, obj.Kind.Glyph())
|
||||
}
|
||||
}
|
||||
// If he is really deep in the dungeon and he hasn't found the amulet
|
||||
@@ -114,7 +114,7 @@ func (g *RogueGame) putThings() {
|
||||
obj.Damage = "0x0"
|
||||
obj.HurlDmg = "0x0"
|
||||
obj.Arm = 11
|
||||
obj.Type = Amulet
|
||||
obj.Kind = KindAmulet
|
||||
// Put it somewhere
|
||||
obj.Pos, _ = g.findFloor(nil, 0, false)
|
||||
g.Level.SetChar(obj.Pos.Y, obj.Pos.X, Amulet)
|
||||
@@ -134,7 +134,7 @@ func (g *RogueGame) treasRoom() {
|
||||
tp := g.newThing()
|
||||
tp.Pos = mp
|
||||
attachObj(&g.Level.Objects, tp)
|
||||
g.Level.SetChar(mp.Y, mp.X, tp.Type)
|
||||
g.Level.SetChar(mp.Y, mp.X, tp.Kind.Glyph())
|
||||
}
|
||||
|
||||
// fill up room with monsters from the next level down
|
||||
|
||||
@@ -75,9 +75,10 @@ func TestNewLevelInvariants(t *testing.T) {
|
||||
// share cells only with monsters standing on them).
|
||||
for _, obj := range g.Level.Objects {
|
||||
ch := g.Level.Char(obj.Pos.Y, obj.Pos.X)
|
||||
if ch != obj.Type && g.Level.MonsterAt(obj.Pos.Y, obj.Pos.X) == nil {
|
||||
t.Errorf("seed %d: object %q at (%d,%d) but map shows %q",
|
||||
seed, obj.Type, obj.Pos.Y, obj.Pos.X, ch)
|
||||
if ch != obj.Kind.Glyph() &&
|
||||
g.Level.MonsterAt(obj.Pos.Y, obj.Pos.X) == nil {
|
||||
t.Errorf("seed %d: object %v at (%d,%d) but map shows %q",
|
||||
seed, obj.Kind, obj.Pos.Y, obj.Pos.X, ch)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -86,10 +87,12 @@ func TestNewLevelInvariants(t *testing.T) {
|
||||
t.Errorf("seed %d: starting pack has %d items, want 5",
|
||||
seed, len(g.Player.Pack))
|
||||
}
|
||||
if g.Player.CurWeapon == nil || g.Player.CurWeapon.Which != WeaponMace {
|
||||
if g.Player.CurWeapon == nil ||
|
||||
g.Player.CurWeapon.WeaponKind() != WeaponMace {
|
||||
t.Errorf("seed %d: not wielding the starting mace", seed)
|
||||
}
|
||||
if g.Player.CurArmor == nil || g.Player.CurArmor.Which != ArmorRingMail {
|
||||
if g.Player.CurArmor == nil ||
|
||||
g.Player.CurArmor.ArmorKind() != ArmorRingMail {
|
||||
t.Errorf("seed %d: not wearing the starting ring mail", seed)
|
||||
}
|
||||
}
|
||||
|
||||
135
game/object.go
135
game/object.go
@@ -1,20 +1,111 @@
|
||||
package game
|
||||
|
||||
// ObjectKind is the category of an item. In C this was the o_type byte,
|
||||
// which doubled as the character drawn on the map; the port separates the
|
||||
// category (ObjectKind) from its display character (Glyph).
|
||||
type ObjectKind int
|
||||
|
||||
const (
|
||||
KindNone ObjectKind = iota
|
||||
KindPotion
|
||||
KindScroll
|
||||
KindFood
|
||||
KindWeapon
|
||||
KindArmor
|
||||
KindRing
|
||||
KindWand // a "stick": wand or staff
|
||||
KindAmulet
|
||||
KindGold
|
||||
)
|
||||
|
||||
// Prompt-filter pseudo-kinds for item selection (rogue.h CALLABLE and
|
||||
// R_OR_S): they never appear on an Object, only as getItem filters.
|
||||
const (
|
||||
KindCallable ObjectKind = -1
|
||||
KindRingOrStick ObjectKind = -2
|
||||
)
|
||||
|
||||
// kindGlyphs maps each kind to the character Rogue draws for it.
|
||||
var kindGlyphs = [...]byte{
|
||||
KindNone: ' ',
|
||||
KindPotion: Potion,
|
||||
KindScroll: Scroll,
|
||||
KindFood: Food,
|
||||
KindWeapon: Weapon,
|
||||
KindArmor: Armor,
|
||||
KindRing: Ring,
|
||||
KindWand: Stick,
|
||||
KindAmulet: Amulet,
|
||||
KindGold: Gold,
|
||||
}
|
||||
|
||||
// Glyph returns the map/display character for this kind of object.
|
||||
func (k ObjectKind) Glyph() byte {
|
||||
if k < 0 || int(k) >= len(kindGlyphs) {
|
||||
return ' '
|
||||
}
|
||||
return kindGlyphs[k]
|
||||
}
|
||||
|
||||
// String names the category the way the C type_name() did.
|
||||
func (k ObjectKind) String() string {
|
||||
switch k {
|
||||
case KindPotion:
|
||||
return "potion"
|
||||
case KindScroll:
|
||||
return "scroll"
|
||||
case KindFood:
|
||||
return "food"
|
||||
case KindWeapon:
|
||||
return "weapon"
|
||||
case KindArmor:
|
||||
return "suit of armor"
|
||||
case KindRing:
|
||||
return "ring"
|
||||
case KindWand:
|
||||
return "wand or staff"
|
||||
case KindAmulet:
|
||||
return "amulet"
|
||||
case KindGold:
|
||||
return "gold"
|
||||
case KindRingOrStick:
|
||||
return "ring, wand or staff"
|
||||
}
|
||||
return "bizarre thing"
|
||||
}
|
||||
|
||||
// objectKindForGlyph is the reverse of Glyph: what category of item does a
|
||||
// map character denote. Returns KindNone for non-item characters.
|
||||
func objectKindForGlyph(ch byte) ObjectKind {
|
||||
for k, g := range kindGlyphs {
|
||||
if g == ch && ObjectKind(k) != KindNone {
|
||||
return ObjectKind(k)
|
||||
}
|
||||
}
|
||||
return KindNone
|
||||
}
|
||||
|
||||
// MergesInPack reports whether picking up another of this kind merges into
|
||||
// an existing pack entry's count (rogue.h ISMULT).
|
||||
func (k ObjectKind) MergesInPack() bool {
|
||||
return k == KindPotion || k == KindScroll || k == KindFood
|
||||
}
|
||||
|
||||
// Object is the _o arm of the C THING union: anything that can lie on the
|
||||
// floor or ride in a pack.
|
||||
type Object struct {
|
||||
Type byte // what kind of object it is (Potion, Scroll, Weapon, ...)
|
||||
Pos Coord // where it lives on the screen
|
||||
Text string // what it says if you read it
|
||||
Launch int // what you need to launch it (weapon index, -1 none)
|
||||
PackCh byte // what character it is in the pack
|
||||
Damage string // damage if used like sword
|
||||
HurlDmg string // damage if thrown
|
||||
Count int // count for plural objects
|
||||
Which int // which object of a type it is
|
||||
HPlus int // plusses to hit
|
||||
DPlus int // plusses to damage
|
||||
Arm int // armor protection — overloaded as in C (see Charges/GoldVal)
|
||||
Kind ObjectKind // what kind of object it is (o_type)
|
||||
Pos Coord // where it lives on the screen
|
||||
Text string // what it says if you read it
|
||||
Launch WeaponKind // what you need to launch it (noWeapon if none)
|
||||
PackCh byte // what character it is in the pack
|
||||
Damage string // damage if used like sword
|
||||
HurlDmg string // damage if thrown
|
||||
Count int // count for plural objects
|
||||
Which int // which object of a type it is (index for the Kind's table)
|
||||
HPlus int // plusses to hit
|
||||
DPlus int // plusses to damage
|
||||
Arm int // armor protection — overloaded as in C (see Charges/GoldVal)
|
||||
Flags ObjFlags
|
||||
Group int // group number for this object
|
||||
Label string // label for object
|
||||
@@ -23,7 +114,7 @@ type Object struct {
|
||||
// newObject is list.c new_item() for objects: a zeroed Object with the
|
||||
// same non-zero defaults the C code relies on.
|
||||
func newObject() *Object {
|
||||
return &Object{Launch: -1}
|
||||
return &Object{Launch: noWeapon}
|
||||
}
|
||||
|
||||
// Charges is the o_charges alias for Arm on wands and staffs.
|
||||
@@ -38,6 +129,24 @@ func (o *Object) GoldVal() int { return o.Arm }
|
||||
// SetGoldVal stores a gold value in the overloaded Arm field.
|
||||
func (o *Object) SetGoldVal(n int) { o.Arm = n }
|
||||
|
||||
// PotionKind returns Which as a potion kind; valid only for KindPotion.
|
||||
func (o *Object) PotionKind() PotionKind { return PotionKind(o.Which) }
|
||||
|
||||
// ScrollKind returns Which as a scroll kind; valid only for KindScroll.
|
||||
func (o *Object) ScrollKind() ScrollKind { return ScrollKind(o.Which) }
|
||||
|
||||
// RingKind returns Which as a ring kind; valid only for KindRing.
|
||||
func (o *Object) RingKind() RingKind { return RingKind(o.Which) }
|
||||
|
||||
// WandKind returns Which as a wand kind; valid only for KindWand.
|
||||
func (o *Object) WandKind() WandKind { return WandKind(o.Which) }
|
||||
|
||||
// WeaponKind returns Which as a weapon kind; valid only for KindWeapon.
|
||||
func (o *Object) WeaponKind() WeaponKind { return WeaponKind(o.Which) }
|
||||
|
||||
// ArmorKind returns Which as an armor kind; valid only for KindArmor.
|
||||
func (o *Object) ArmorKind() ArmorKind { return ArmorKind(o.Which) }
|
||||
|
||||
// attachObj is list.c attach(): push item onto the front of a list.
|
||||
func attachObj(list *[]*Object, item *Object) {
|
||||
*list = append([]*Object{item}, *list...)
|
||||
|
||||
34
game/pack.go
34
game/pack.go
@@ -15,7 +15,7 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
|
||||
}
|
||||
|
||||
// Check for and deal with scare monster scrolls
|
||||
if obj.Type == Scroll && obj.Which == ScrollScareMonster && obj.Flags.Has(WasFound) {
|
||||
if obj.Kind == KindScroll && obj.ScrollKind() == ScrollScareMonster && obj.Flags.Has(WasFound) {
|
||||
detachObj(&g.Level.Objects, obj)
|
||||
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorCh())
|
||||
if p.Room.Flags.Has(Gone) {
|
||||
@@ -39,12 +39,12 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
|
||||
lp := -1
|
||||
merged := false
|
||||
for i := 0; i < len(p.Pack); i++ {
|
||||
if p.Pack[i].Type != obj.Type {
|
||||
if p.Pack[i].Kind != obj.Kind {
|
||||
lp = i
|
||||
continue
|
||||
}
|
||||
// found the group of our type: scan for matching subtype
|
||||
for p.Pack[i].Type == obj.Type && p.Pack[i].Which != obj.Which {
|
||||
for p.Pack[i].Kind == obj.Kind && p.Pack[i].Which != obj.Which {
|
||||
lp = i
|
||||
if i+1 >= len(p.Pack) {
|
||||
break
|
||||
@@ -52,8 +52,8 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
|
||||
i++
|
||||
}
|
||||
op := p.Pack[i]
|
||||
if op.Type == obj.Type && op.Which == obj.Which {
|
||||
if IsMult(op.Type) {
|
||||
if op.Kind == obj.Kind && op.Which == obj.Which {
|
||||
if op.Kind.MergesInPack() {
|
||||
if !g.packRoom(fromFloor, obj) {
|
||||
return
|
||||
}
|
||||
@@ -63,7 +63,7 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
|
||||
merged = true
|
||||
} else if obj.Group != 0 {
|
||||
lp = i
|
||||
for p.Pack[i].Type == obj.Type &&
|
||||
for p.Pack[i].Kind == obj.Kind &&
|
||||
p.Pack[i].Which == obj.Which &&
|
||||
p.Pack[i].Group != obj.Group {
|
||||
lp = i
|
||||
@@ -73,7 +73,7 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
|
||||
i++
|
||||
}
|
||||
op = p.Pack[i]
|
||||
if op.Type == obj.Type && op.Which == obj.Which &&
|
||||
if op.Kind == obj.Kind && op.Which == obj.Which &&
|
||||
op.Group == obj.Group {
|
||||
op.Count += obj.Count
|
||||
p.Inpack--
|
||||
@@ -111,7 +111,7 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
|
||||
}
|
||||
}
|
||||
|
||||
if obj.Type == Amulet {
|
||||
if obj.Kind == KindAmulet {
|
||||
g.HasAmulet = true
|
||||
}
|
||||
// Notify the user
|
||||
@@ -193,12 +193,14 @@ func (g *RogueGame) packChar() byte {
|
||||
|
||||
// inventory lists what is in the pack; returns true if there is something
|
||||
// of the given type (pack.c inventory).
|
||||
func (g *RogueGame) inventory(list []*Object, typ int) bool {
|
||||
func (g *RogueGame) inventory(list []*Object, kind ObjectKind) bool {
|
||||
g.NObjs = 0
|
||||
for _, item := range list {
|
||||
if typ != 0 && typ != int(item.Type) &&
|
||||
!(typ == Callable && item.Type != Food && item.Type != Amulet) &&
|
||||
!(typ == RorS && (item.Type == Ring || item.Type == Stick)) {
|
||||
if kind != KindNone && kind != item.Kind &&
|
||||
!(kind == KindCallable && item.Kind != KindFood &&
|
||||
item.Kind != KindAmulet) &&
|
||||
!(kind == KindRingOrStick &&
|
||||
(item.Kind == KindRing || item.Kind == KindWand)) {
|
||||
continue
|
||||
}
|
||||
g.NObjs++
|
||||
@@ -213,13 +215,13 @@ func (g *RogueGame) inventory(list []*Object, typ int) bool {
|
||||
}
|
||||
if g.NObjs == 0 {
|
||||
if g.Options.Terse {
|
||||
if typ == 0 {
|
||||
if kind == KindNone {
|
||||
g.msg("empty handed")
|
||||
} else {
|
||||
g.msg("nothing appropriate")
|
||||
}
|
||||
} else {
|
||||
if typ == 0 {
|
||||
if kind == KindNone {
|
||||
g.msg("you are empty handed")
|
||||
} else {
|
||||
g.msg("you don't have anything appropriate")
|
||||
@@ -294,7 +296,7 @@ func (g *RogueGame) pickyInven() {
|
||||
}
|
||||
|
||||
// getItem picks something out of a pack for a purpose (pack.c get_item).
|
||||
func (g *RogueGame) getItem(purpose string, typ int) *Object {
|
||||
func (g *RogueGame) getItem(purpose string, kind ObjectKind) *Object {
|
||||
p := &g.Player
|
||||
if len(p.Pack) == 0 {
|
||||
g.msg("you aren't carrying anything")
|
||||
@@ -328,7 +330,7 @@ func (g *RogueGame) getItem(purpose string, typ int) *Object {
|
||||
g.NObjs = 1 // normal case: person types one char
|
||||
if ch == '*' {
|
||||
g.Msgs.Mpos = 0
|
||||
if !g.inventory(p.Pack, typ) {
|
||||
if !g.inventory(p.Pack, kind) {
|
||||
g.After = false
|
||||
return nil
|
||||
}
|
||||
|
||||
@@ -34,12 +34,12 @@ var pActions = [NumPotionTypes]pact{
|
||||
// quaff drinks a potion from the pack (potions.c quaff).
|
||||
func (g *RogueGame) quaff() {
|
||||
p := &g.Player
|
||||
obj := g.getItem("quaff", int(Potion))
|
||||
obj := g.getItem("quaff", KindPotion)
|
||||
// Make certain that it is something that we want to drink
|
||||
if obj == nil {
|
||||
return
|
||||
}
|
||||
if obj.Type != Potion {
|
||||
if obj.Kind != KindPotion {
|
||||
if !g.Options.Terse {
|
||||
g.msg("yuk! Why would you want to drink that?")
|
||||
} else {
|
||||
@@ -54,7 +54,7 @@ func (g *RogueGame) quaff() {
|
||||
// Calculate the effect it has on the poor guy.
|
||||
trip := p.On(Hallucinating)
|
||||
g.leavePack(obj, false, false)
|
||||
switch obj.Which {
|
||||
switch obj.PotionKind() {
|
||||
case PotionConfusion:
|
||||
g.doPot(PotionConfusion, !trip)
|
||||
case PotionPoison:
|
||||
@@ -187,10 +187,10 @@ func (g *RogueGame) raiseLevel() {
|
||||
|
||||
// doPot does a potion with standard setup: it uses a fuse and turns on a
|
||||
// flag (potions.c do_pot).
|
||||
func (g *RogueGame) doPot(typ int, knowit bool) {
|
||||
pp := &pActions[typ]
|
||||
if !g.Items.Potions[typ].Know {
|
||||
g.Items.Potions[typ].Know = knowit
|
||||
func (g *RogueGame) doPot(kind PotionKind, knowit bool) {
|
||||
pp := &pActions[kind]
|
||||
if !g.Items.Potions[kind].Know {
|
||||
g.Items.Potions[kind].Know = knowit
|
||||
}
|
||||
t := g.spread(pp.time)
|
||||
if !g.Player.On(pp.flags) {
|
||||
@@ -201,7 +201,7 @@ func (g *RogueGame) doPot(typ int, knowit bool) {
|
||||
g.Lengthen(pp.daemon, t)
|
||||
}
|
||||
high, straight := pp.high, pp.straight
|
||||
if typ == PotionSeeInvisible {
|
||||
if kind == PotionSeeInvisible {
|
||||
s := fmt.Sprintf("this potion tastes like %s juice", g.Fruit)
|
||||
high, straight = s, s
|
||||
}
|
||||
@@ -210,12 +210,12 @@ func (g *RogueGame) doPot(typ int, knowit bool) {
|
||||
|
||||
// isMagic reports whether an object radiates magic (potions.c is_magic).
|
||||
func (o *Object) isMagic() bool {
|
||||
switch o.Type {
|
||||
case Armor:
|
||||
switch o.Kind {
|
||||
case KindArmor:
|
||||
return o.Flags.Has(Protected) || o.Arm != aClass[o.Which]
|
||||
case Weapon:
|
||||
case KindWeapon:
|
||||
return o.HPlus != 0 || o.DPlus != 0
|
||||
case Potion, Scroll, Stick, Ring, Amulet:
|
||||
case KindPotion, KindScroll, KindWand, KindRing, KindAmulet:
|
||||
return true
|
||||
}
|
||||
return false
|
||||
|
||||
@@ -7,12 +7,12 @@ import "fmt"
|
||||
// ringOn puts a ring on a hand (rings.c ring_on).
|
||||
func (g *RogueGame) ringOn() {
|
||||
p := &g.Player
|
||||
obj := g.getItem("put on", int(Ring))
|
||||
obj := g.getItem("put on", KindRing)
|
||||
// Make certain that it is something that we want to wear
|
||||
if obj == nil {
|
||||
return
|
||||
}
|
||||
if obj.Type != Ring {
|
||||
if obj.Kind != KindRing {
|
||||
if !g.Options.Terse {
|
||||
g.msg("it would be difficult to wrap that around a finger")
|
||||
} else {
|
||||
@@ -47,7 +47,7 @@ func (g *RogueGame) ringOn() {
|
||||
p.CurRing[ring] = obj
|
||||
|
||||
// Calculate the effect it has on the poor guy.
|
||||
switch obj.Which {
|
||||
switch obj.RingKind() {
|
||||
case RingAddStrength:
|
||||
g.chgStr(obj.Arm)
|
||||
case RingSeeInvisible:
|
||||
@@ -147,7 +147,7 @@ func (g *RogueGame) ringEat(hand int) int {
|
||||
if ring == nil {
|
||||
return 0
|
||||
}
|
||||
eat := ringUses[ring.Which]
|
||||
eat := ringUses[ring.RingKind()]
|
||||
if eat < 0 {
|
||||
if g.rnd(-eat) == 0 {
|
||||
eat = 1
|
||||
@@ -155,7 +155,7 @@ func (g *RogueGame) ringEat(hand int) int {
|
||||
eat = 0
|
||||
}
|
||||
}
|
||||
if ring.Which == RingSlowDigestion {
|
||||
if ring.RingKind() == RingSlowDigestion {
|
||||
eat = -eat
|
||||
}
|
||||
return eat
|
||||
@@ -166,7 +166,7 @@ func ringNum(g *RogueGame, obj *Object) string {
|
||||
if !obj.Flags.Has(Known) {
|
||||
return ""
|
||||
}
|
||||
switch obj.Which {
|
||||
switch obj.RingKind() {
|
||||
case RingProtection, RingAddStrength, RingIncreaseDamage, RingDexterity:
|
||||
return fmt.Sprintf(" [%s]", num(obj.Arm, 0, Ring))
|
||||
}
|
||||
|
||||
22
game/rip.go
22
game/rip.go
@@ -115,37 +115,37 @@ func (g *RogueGame) totalWinner() {
|
||||
for _, obj := range p.Pack {
|
||||
worth := 0
|
||||
it := &g.Items
|
||||
switch obj.Type {
|
||||
case Food:
|
||||
switch obj.Kind {
|
||||
case KindFood:
|
||||
worth = 2 * obj.Count
|
||||
case Weapon:
|
||||
case KindWeapon:
|
||||
worth = it.Weapons[obj.Which].Worth
|
||||
worth *= 3*(obj.HPlus+obj.DPlus) + obj.Count
|
||||
obj.Flags.Set(Known)
|
||||
case Armor:
|
||||
case KindArmor:
|
||||
worth = it.Armors[obj.Which].Worth
|
||||
worth += (9 - obj.Arm) * 100
|
||||
worth += 10 * (aClass[obj.Which] - obj.Arm)
|
||||
obj.Flags.Set(Known)
|
||||
case Scroll:
|
||||
case KindScroll:
|
||||
op := &it.Scrolls[obj.Which]
|
||||
worth = op.Worth * obj.Count
|
||||
if !op.Know {
|
||||
worth /= 2
|
||||
}
|
||||
op.Know = true
|
||||
case Potion:
|
||||
case KindPotion:
|
||||
op := &it.Potions[obj.Which]
|
||||
worth = op.Worth * obj.Count
|
||||
if !op.Know {
|
||||
worth /= 2
|
||||
}
|
||||
op.Know = true
|
||||
case Ring:
|
||||
case KindRing:
|
||||
op := &it.Rings[obj.Which]
|
||||
worth = op.Worth
|
||||
if obj.Which == RingAddStrength || obj.Which == RingIncreaseDamage ||
|
||||
obj.Which == RingProtection || obj.Which == RingDexterity {
|
||||
if obj.RingKind() == RingAddStrength || obj.RingKind() == RingIncreaseDamage ||
|
||||
obj.RingKind() == RingProtection || obj.RingKind() == RingDexterity {
|
||||
if obj.Arm > 0 {
|
||||
worth += obj.Arm * 100
|
||||
} else {
|
||||
@@ -157,7 +157,7 @@ func (g *RogueGame) totalWinner() {
|
||||
}
|
||||
obj.Flags.Set(Known)
|
||||
op.Know = true
|
||||
case Stick:
|
||||
case KindWand:
|
||||
op := &it.Sticks[obj.Which]
|
||||
worth = op.Worth
|
||||
worth += 20 * obj.Charges()
|
||||
@@ -166,7 +166,7 @@ func (g *RogueGame) totalWinner() {
|
||||
}
|
||||
obj.Flags.Set(Known)
|
||||
op.Know = true
|
||||
case Amulet:
|
||||
case KindAmulet:
|
||||
worth = 1000
|
||||
}
|
||||
if worth < 0 {
|
||||
|
||||
@@ -94,7 +94,7 @@ func (g *RogueGame) doRooms() {
|
||||
g.Level.SetChar(rp.Gold.Y, rp.Gold.X, Gold)
|
||||
gold.Flags = Stackable
|
||||
gold.Group = goldGrp
|
||||
gold.Type = Gold
|
||||
gold.Kind = KindGold
|
||||
attachObj(&g.Level.Objects, gold)
|
||||
}
|
||||
// Put the monster in
|
||||
|
||||
@@ -11,6 +11,11 @@ import (
|
||||
// what state.c's rs_fix_thing did: pointers that alias other structures
|
||||
// (equipment, chase targets, room membership) are encoded as indices.
|
||||
|
||||
// saveFormatVersion identifies the snapshot layout; it changes whenever a
|
||||
// field rename or retype would make gob silently mis-decode an older
|
||||
// save ("go2": Object.Type became Kind ObjectKind).
|
||||
const saveFormatVersion = Release + "-go2"
|
||||
|
||||
// destRef encodes a monster's chase target (state.c rs_write_thing's
|
||||
// (kind, index) pairs).
|
||||
type destRef struct {
|
||||
@@ -165,7 +170,7 @@ func (g *RogueGame) packIdx(obj *Object) int {
|
||||
func (g *RogueGame) snapshot() *SaveState {
|
||||
p := &g.Player
|
||||
st := &SaveState{
|
||||
Version: Release,
|
||||
Version: saveFormatVersion,
|
||||
Seed: g.Rng.Seed,
|
||||
Dnum: g.Dnum,
|
||||
Whoami: g.Whoami,
|
||||
@@ -530,7 +535,7 @@ func Restore(path string, cfg Config) (*RogueGame, error) {
|
||||
if err := gob.NewDecoder(f).Decode(&st); err != nil {
|
||||
return nil, fmt.Errorf("%s: corrupt or incompatible save file: %w", path, err)
|
||||
}
|
||||
if st.Version != Release {
|
||||
if st.Version != saveFormatVersion {
|
||||
return nil, fmt.Errorf("sorry, saved game is out of date")
|
||||
}
|
||||
|
||||
|
||||
@@ -83,7 +83,7 @@ func TestSaveRestoreRoundTrip(t *testing.T) {
|
||||
len(h.Player.Pack))
|
||||
found := false
|
||||
for i, o := range h.Player.Pack {
|
||||
t.Logf(" pack[%d]=%p type=%c which=%d", i, o, o.Type, o.Which)
|
||||
t.Logf(" pack[%d]=%p type=%v which=%d", i, o, o.Kind, o.Which)
|
||||
if o == h.Player.CurWeapon {
|
||||
found = true
|
||||
}
|
||||
|
||||
@@ -2,25 +2,25 @@ package game
|
||||
|
||||
// scrolls.c — read a scroll and let it happen.
|
||||
|
||||
// idType maps identify scrolls to the type they identify (scrolls.c
|
||||
// static id_type).
|
||||
var idType = [ScrollIdentifyRingOrStick + 1]int{
|
||||
ScrollIdentifyPotion: int(Potion),
|
||||
ScrollIdentifyScroll: int(Scroll),
|
||||
ScrollIdentifyWeapon: int(Weapon),
|
||||
ScrollIdentifyArmor: int(Armor),
|
||||
ScrollIdentifyRingOrStick: RorS,
|
||||
// idType maps identify scrolls to the kind of item they identify
|
||||
// (scrolls.c static id_type).
|
||||
var idType = [ScrollIdentifyRingOrStick + 1]ObjectKind{
|
||||
ScrollIdentifyPotion: KindPotion,
|
||||
ScrollIdentifyScroll: KindScroll,
|
||||
ScrollIdentifyWeapon: KindWeapon,
|
||||
ScrollIdentifyArmor: KindArmor,
|
||||
ScrollIdentifyRingOrStick: KindRingOrStick,
|
||||
}
|
||||
|
||||
// readScroll reads a scroll from the pack and does the appropriate thing
|
||||
// (scrolls.c read_scroll).
|
||||
func (g *RogueGame) readScroll() {
|
||||
p := &g.Player
|
||||
obj := g.getItem("read", int(Scroll))
|
||||
obj := g.getItem("read", KindScroll)
|
||||
if obj == nil {
|
||||
return
|
||||
}
|
||||
if obj.Type != Scroll {
|
||||
if obj.Kind != KindScroll {
|
||||
if !g.Options.Terse {
|
||||
g.msg("there is nothing on it to read")
|
||||
} else {
|
||||
@@ -35,7 +35,7 @@ func (g *RogueGame) readScroll() {
|
||||
// Get rid of the thing
|
||||
g.leavePack(obj, false, false)
|
||||
|
||||
switch obj.Which {
|
||||
switch obj.ScrollKind() {
|
||||
case ScrollMonsterConfusion:
|
||||
// Scroll of monster confusion. Give him that power.
|
||||
p.Flags.Set(CanConfuse)
|
||||
@@ -99,7 +99,7 @@ func (g *RogueGame) readScroll() {
|
||||
// Or anything else nasty
|
||||
if ch := g.Level.VisibleChar(y, x); stepOk(ch) {
|
||||
if ch == Scroll {
|
||||
if fo := g.findObj(y, x); fo != nil && fo.Which == ScrollScareMonster {
|
||||
if fo := g.findObj(y, x); fo != nil && fo.ScrollKind() == ScrollScareMonster {
|
||||
continue
|
||||
}
|
||||
}
|
||||
@@ -119,7 +119,7 @@ func (g *RogueGame) readScroll() {
|
||||
// Identify, let him figure something out
|
||||
g.Items.Scrolls[obj.Which].Know = true
|
||||
g.msg("this scroll is an %s scroll", g.Items.Scrolls[obj.Which].Name)
|
||||
g.whatis(true, idType[obj.Which])
|
||||
g.whatis(true, idType[obj.ScrollKind()])
|
||||
case ScrollMagicMapping:
|
||||
// Scroll of magic mapping.
|
||||
g.Items.Scrolls[ScrollMagicMapping].Know = true
|
||||
@@ -192,7 +192,7 @@ func (g *RogueGame) readScroll() {
|
||||
found := false
|
||||
g.scr.Hw.Clear()
|
||||
for _, fo := range g.Level.Objects {
|
||||
if fo.Type == Food {
|
||||
if fo.Kind == KindFood {
|
||||
found = true
|
||||
g.scr.Hw.MvAddCh(fo.Pos.Y, fo.Pos.X, Food)
|
||||
}
|
||||
@@ -211,7 +211,7 @@ func (g *RogueGame) readScroll() {
|
||||
g.Items.Scrolls[ScrollTeleportation].Know = true
|
||||
}
|
||||
case ScrollEnchantWeapon:
|
||||
if p.CurWeapon == nil || p.CurWeapon.Type != Weapon {
|
||||
if p.CurWeapon == nil || p.CurWeapon.Kind != KindWeapon {
|
||||
g.msg("you feel a strange sense of loss")
|
||||
} else {
|
||||
p.CurWeapon.Flags.Clear(Cursed)
|
||||
|
||||
@@ -7,11 +7,11 @@ import "fmt"
|
||||
// doZap performs a zap with a wand (sticks.c do_zap).
|
||||
func (g *RogueGame) doZap() {
|
||||
p := &g.Player
|
||||
obj := g.getItem("zap with", int(Stick))
|
||||
obj := g.getItem("zap with", KindWand)
|
||||
if obj == nil {
|
||||
return
|
||||
}
|
||||
if obj.Type != Stick {
|
||||
if obj.Kind != KindWand {
|
||||
g.After = false
|
||||
g.msg("you can't zap with that!")
|
||||
return
|
||||
@@ -20,7 +20,7 @@ func (g *RogueGame) doZap() {
|
||||
g.msg("nothing happens")
|
||||
return
|
||||
}
|
||||
switch obj.Which {
|
||||
switch obj.WandKind() {
|
||||
case WandLight:
|
||||
// Reddy Kilowatt wand. Light up the room
|
||||
g.Items.Sticks[WandLight].Know = true
|
||||
@@ -57,7 +57,7 @@ func (g *RogueGame) doZap() {
|
||||
if monster == 'F' {
|
||||
p.Flags.Clear(Held)
|
||||
}
|
||||
switch obj.Which {
|
||||
switch obj.WandKind() {
|
||||
case WandInvisibility:
|
||||
tp.Flags.Set(Invisible)
|
||||
if g.cansee(y, x) {
|
||||
@@ -91,7 +91,7 @@ func (g *RogueGame) doZap() {
|
||||
}
|
||||
case WandTeleportAway, WandTeleportTo:
|
||||
var newPos Coord
|
||||
if obj.Which == WandTeleportAway {
|
||||
if obj.WandKind() == WandTeleportAway {
|
||||
for {
|
||||
newPos, _ = g.findFloor(nil, 0, true)
|
||||
if newPos != p.Pos {
|
||||
@@ -110,13 +110,13 @@ func (g *RogueGame) doZap() {
|
||||
case WandMagicMissile:
|
||||
g.Items.Sticks[WandMagicMissile].Know = true
|
||||
bolt := newObject()
|
||||
bolt.Type = '*'
|
||||
bolt.Kind = KindGold // C set o_type='*': draws a '*' and is not a weapon
|
||||
bolt.HurlDmg = "1x4"
|
||||
bolt.HPlus = 100
|
||||
bolt.DPlus = 1
|
||||
bolt.Flags = Missile
|
||||
if p.CurWeapon != nil {
|
||||
bolt.Launch = p.CurWeapon.Which
|
||||
bolt.Launch = WeaponKind(p.CurWeapon.Which)
|
||||
}
|
||||
g.doMotion(bolt, g.Delta.Y, g.Delta.X)
|
||||
if tp := g.Level.MonsterAt(bolt.Pos.Y, bolt.Pos.X); tp != nil &&
|
||||
@@ -135,7 +135,7 @@ func (g *RogueGame) doZap() {
|
||||
x += g.Delta.X
|
||||
}
|
||||
if tp := g.Level.MonsterAt(y, x); tp != nil {
|
||||
if obj.Which == WandHasteMonster {
|
||||
if obj.WandKind() == WandHasteMonster {
|
||||
if tp.On(Slowed) {
|
||||
tp.Flags.Clear(Slowed)
|
||||
} else {
|
||||
@@ -155,7 +155,7 @@ func (g *RogueGame) doZap() {
|
||||
}
|
||||
case WandLightning, WandFire, WandCold:
|
||||
var name string
|
||||
switch obj.Which {
|
||||
switch obj.WandKind() {
|
||||
case WandLightning:
|
||||
name = "bolt"
|
||||
case WandFire:
|
||||
@@ -211,8 +211,8 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
|
||||
fromHero := start == p.Pos
|
||||
|
||||
bolt := newObject()
|
||||
bolt.Type = Weapon
|
||||
bolt.Which = WeaponFlame
|
||||
bolt.Kind = KindWeapon
|
||||
bolt.Which = int(WeaponFlame)
|
||||
bolt.HurlDmg = "6x6"
|
||||
bolt.HPlus = 100
|
||||
bolt.DPlus = 0
|
||||
@@ -328,7 +328,7 @@ func (g *RogueGame) fixStick(cur *Object) {
|
||||
}
|
||||
cur.HurlDmg = "1x1"
|
||||
|
||||
switch cur.Which {
|
||||
switch cur.WandKind() {
|
||||
case WandLight:
|
||||
cur.SetCharges(g.rnd(10) + 10)
|
||||
default:
|
||||
|
||||
@@ -33,7 +33,7 @@ func TestInitProbsCumulative(t *testing.T) {
|
||||
if last != 100 {
|
||||
t.Errorf("cumulative potion probability ends at %d, want 100", last)
|
||||
}
|
||||
for i := 1; i < NumPotionTypes; i++ {
|
||||
for i := PotionKind(1); i < NumPotionTypes; i++ {
|
||||
if g.Items.Potions[i].Prob < g.Items.Potions[i-1].Prob {
|
||||
t.Errorf("potion probs not nondecreasing at %d", i)
|
||||
}
|
||||
|
||||
@@ -13,14 +13,14 @@ func (g *RogueGame) invName(obj *Object, drop bool) string {
|
||||
var pb strings.Builder
|
||||
which := obj.Which
|
||||
it := &g.Items
|
||||
switch obj.Type {
|
||||
case Potion:
|
||||
switch obj.Kind {
|
||||
case KindPotion:
|
||||
g.nameit(&pb, obj, "potion", it.PotColors[which], &it.Potions[which], nullstr)
|
||||
case Ring:
|
||||
case KindRing:
|
||||
g.nameit(&pb, obj, "ring", it.RingStones[which], &it.Rings[which], ringNum)
|
||||
case Stick:
|
||||
case KindWand:
|
||||
g.nameit(&pb, obj, it.WandType[which], it.WandMade[which], &it.Sticks[which], chargeStr)
|
||||
case Scroll:
|
||||
case KindScroll:
|
||||
if obj.Count == 1 {
|
||||
pb.WriteString("A scroll ")
|
||||
} else {
|
||||
@@ -34,7 +34,7 @@ func (g *RogueGame) invName(obj *Object, drop bool) string {
|
||||
} else {
|
||||
fmt.Fprintf(&pb, "titled '%s'", it.ScrNames[which])
|
||||
}
|
||||
case Food:
|
||||
case KindFood:
|
||||
if which == 1 {
|
||||
if obj.Count == 1 {
|
||||
fmt.Fprintf(&pb, "A%s %s", vowelstr(g.Fruit), g.Fruit)
|
||||
@@ -48,7 +48,7 @@ func (g *RogueGame) invName(obj *Object, drop bool) string {
|
||||
fmt.Fprintf(&pb, "%d rations of food", obj.Count)
|
||||
}
|
||||
}
|
||||
case Weapon:
|
||||
case KindWeapon:
|
||||
sp := it.Weapons[which].Name
|
||||
if obj.Count > 1 {
|
||||
fmt.Fprintf(&pb, "%d ", obj.Count)
|
||||
@@ -66,7 +66,7 @@ func (g *RogueGame) invName(obj *Object, drop bool) string {
|
||||
if obj.Label != "" {
|
||||
fmt.Fprintf(&pb, " called %s", obj.Label)
|
||||
}
|
||||
case Armor:
|
||||
case KindArmor:
|
||||
sp := it.Armors[which].Name
|
||||
if obj.Flags.Has(Known) {
|
||||
fmt.Fprintf(&pb, "%s %s [", num(aClass[which]-obj.Arm, 0, Armor), sp)
|
||||
@@ -80,9 +80,9 @@ func (g *RogueGame) invName(obj *Object, drop bool) string {
|
||||
if obj.Label != "" {
|
||||
fmt.Fprintf(&pb, " called %s", obj.Label)
|
||||
}
|
||||
case Amulet:
|
||||
case KindAmulet:
|
||||
pb.WriteString("The Amulet of Yendor")
|
||||
case Gold:
|
||||
case KindGold:
|
||||
fmt.Fprintf(&pb, "%d Gold pieces", obj.GoldVal())
|
||||
}
|
||||
|
||||
@@ -121,20 +121,20 @@ func (g *RogueGame) dropIt() {
|
||||
g.msg("there is something there already")
|
||||
return
|
||||
}
|
||||
obj := g.getItem("drop", 0)
|
||||
obj := g.getItem("drop", KindNone)
|
||||
if obj == nil {
|
||||
return
|
||||
}
|
||||
if !g.dropCheck(obj) {
|
||||
return
|
||||
}
|
||||
obj = g.leavePack(obj, true, !IsMult(obj.Type))
|
||||
obj = g.leavePack(obj, true, !obj.Kind.MergesInPack())
|
||||
// Link it into the level object list
|
||||
attachObj(&g.Level.Objects, obj)
|
||||
g.Level.SetChar(p.Pos.Y, p.Pos.X, obj.Type)
|
||||
g.Level.SetChar(p.Pos.Y, p.Pos.X, obj.Kind.Glyph())
|
||||
g.Level.FlagsAt(p.Pos.Y, p.Pos.X).Set(FDropped)
|
||||
obj.Pos = p.Pos
|
||||
if obj.Type == Amulet {
|
||||
if obj.Kind == KindAmulet {
|
||||
g.HasAmulet = false
|
||||
}
|
||||
g.msg("dropped %s", g.invName(obj, true))
|
||||
@@ -166,7 +166,7 @@ func (g *RogueGame) dropCheck(obj *Object) bool {
|
||||
hand = Left
|
||||
}
|
||||
p.CurRing[hand] = nil
|
||||
switch obj.Which {
|
||||
switch obj.RingKind() {
|
||||
case RingAddStrength:
|
||||
g.chgStr(-obj.Arm)
|
||||
case RingSeeInvisible:
|
||||
@@ -195,13 +195,13 @@ func (g *RogueGame) newThing() *Object {
|
||||
}
|
||||
switch kind {
|
||||
case 0:
|
||||
cur.Type = Potion
|
||||
cur.Kind = KindPotion
|
||||
cur.Which = pickOne(g, g.Items.Potions[:])
|
||||
case 1:
|
||||
cur.Type = Scroll
|
||||
cur.Kind = KindScroll
|
||||
cur.Which = pickOne(g, g.Items.Scrolls[:])
|
||||
case 2:
|
||||
cur.Type = Food
|
||||
cur.Kind = KindFood
|
||||
g.Player.NoFood = 0
|
||||
if g.rnd(10) != 0 {
|
||||
cur.Which = 0
|
||||
@@ -209,7 +209,7 @@ func (g *RogueGame) newThing() *Object {
|
||||
cur.Which = 1
|
||||
}
|
||||
case 3:
|
||||
g.initWeapon(cur, pickOne(g, g.Items.Weapons[:NumWeaponTypes]))
|
||||
g.initWeapon(cur, WeaponKind(pickOne(g, g.Items.Weapons[:NumWeaponTypes])))
|
||||
if r := g.rnd(100); r < 10 {
|
||||
cur.Flags.Set(Cursed)
|
||||
cur.HPlus -= g.rnd(3) + 1
|
||||
@@ -217,7 +217,7 @@ func (g *RogueGame) newThing() *Object {
|
||||
cur.HPlus += g.rnd(3) + 1
|
||||
}
|
||||
case 4:
|
||||
cur.Type = Armor
|
||||
cur.Kind = KindArmor
|
||||
cur.Which = pickOne(g, g.Items.Armors[:])
|
||||
cur.Arm = aClass[cur.Which]
|
||||
if r := g.rnd(100); r < 20 {
|
||||
@@ -227,9 +227,9 @@ func (g *RogueGame) newThing() *Object {
|
||||
cur.Arm -= g.rnd(3) + 1
|
||||
}
|
||||
case 5:
|
||||
cur.Type = Ring
|
||||
cur.Kind = KindRing
|
||||
cur.Which = pickOne(g, g.Items.Rings[:])
|
||||
switch cur.Which {
|
||||
switch cur.RingKind() {
|
||||
case RingAddStrength, RingProtection, RingDexterity, RingIncreaseDamage:
|
||||
if cur.Arm = g.rnd(3); cur.Arm == 0 {
|
||||
cur.Arm = -1
|
||||
@@ -239,7 +239,7 @@ func (g *RogueGame) newThing() *Object {
|
||||
cur.Flags.Set(Cursed)
|
||||
}
|
||||
case 6:
|
||||
cur.Type = Stick
|
||||
cur.Kind = KindWand
|
||||
cur.Which = pickOne(g, g.Items.Sticks[:])
|
||||
g.fixStick(cur)
|
||||
}
|
||||
@@ -336,7 +336,7 @@ func (g *RogueGame) printDisc(typ byte) {
|
||||
numFound := 0
|
||||
for i := range info {
|
||||
if info[order[i]].Know || info[order[i]].Guess != "" {
|
||||
obj.Type = typ
|
||||
obj.Kind = objectKindForGlyph(typ)
|
||||
obj.Which = order[i]
|
||||
g.addLine("%s", g.invName(&obj, false))
|
||||
numFound++
|
||||
|
||||
131
game/types.go
131
game/types.go
@@ -62,12 +62,6 @@ const (
|
||||
Stick byte = '/'
|
||||
)
|
||||
|
||||
// Pseudo-types for item-selection prompts (rogue.h)
|
||||
const (
|
||||
Callable = -1
|
||||
RorS = -2
|
||||
)
|
||||
|
||||
// Various constants (rogue.h)
|
||||
const (
|
||||
HealTime = 30
|
||||
@@ -173,22 +167,37 @@ func (f PlaceFlags) Has(b PlaceFlags) bool { return f&b != 0 }
|
||||
func (f *PlaceFlags) Set(b PlaceFlags) { *f |= b }
|
||||
func (f *PlaceFlags) Clear(b PlaceFlags) { *f &^= b }
|
||||
|
||||
// Trap types (rogue.h)
|
||||
// TrapKind identifies a trap (rogue.h trap types). The kind is stored in
|
||||
// the low bits of a map cell's PlaceFlags (FTrapMask).
|
||||
type TrapKind int
|
||||
|
||||
const (
|
||||
TrapDoor = 0
|
||||
TrapArrow = 1
|
||||
TrapSleep = 2
|
||||
TrapBear = 3
|
||||
TrapTeleport = 4
|
||||
TrapDart = 5
|
||||
TrapRust = 6
|
||||
TrapMystery = 7
|
||||
NumTrapTypes = 8
|
||||
TrapDoor TrapKind = 0
|
||||
TrapArrow TrapKind = 1
|
||||
TrapSleep TrapKind = 2
|
||||
TrapBear TrapKind = 3
|
||||
TrapTeleport TrapKind = 4
|
||||
TrapDart TrapKind = 5
|
||||
TrapRust TrapKind = 6
|
||||
TrapMystery TrapKind = 7
|
||||
NumTrapTypes = 8
|
||||
)
|
||||
|
||||
// Potion types (rogue.h)
|
||||
// String returns the trap's display name, article included, as the C
|
||||
// tr_name table had it.
|
||||
func (t TrapKind) String() string {
|
||||
if t < 0 || t >= NumTrapTypes {
|
||||
return "a bizarre trap"
|
||||
}
|
||||
return trName[t]
|
||||
}
|
||||
|
||||
// PotionKind identifies a potion (rogue.h potion types).
|
||||
type PotionKind int
|
||||
|
||||
// Potion kinds (rogue.h)
|
||||
const (
|
||||
PotionConfusion = iota
|
||||
PotionConfusion PotionKind = iota
|
||||
PotionLSD
|
||||
PotionPoison
|
||||
PotionGainStrength
|
||||
@@ -205,9 +214,20 @@ const (
|
||||
NumPotionTypes
|
||||
)
|
||||
|
||||
// Scroll types (rogue.h)
|
||||
// String returns the potion's true name ("healing", "haste self", ...).
|
||||
func (p PotionKind) String() string {
|
||||
if p < 0 || p >= NumPotionTypes {
|
||||
return "strange potion"
|
||||
}
|
||||
return basePotInfo[p].Name
|
||||
}
|
||||
|
||||
// ScrollKind identifies a scroll (rogue.h scroll types).
|
||||
type ScrollKind int
|
||||
|
||||
// Scroll kinds (rogue.h)
|
||||
const (
|
||||
ScrollMonsterConfusion = iota
|
||||
ScrollMonsterConfusion ScrollKind = iota
|
||||
ScrollMagicMapping
|
||||
ScrollHoldMonster
|
||||
ScrollSleep
|
||||
@@ -228,9 +248,20 @@ const (
|
||||
NumScrollTypes
|
||||
)
|
||||
|
||||
// Weapon types (rogue.h)
|
||||
// String returns the scroll's true name ("magic mapping", ...).
|
||||
func (s ScrollKind) String() string {
|
||||
if s < 0 || s >= NumScrollTypes {
|
||||
return "strange scroll"
|
||||
}
|
||||
return baseScrInfo[s].Name
|
||||
}
|
||||
|
||||
// WeaponKind identifies a weapon (rogue.h weapon types).
|
||||
type WeaponKind int
|
||||
|
||||
// Weapon kinds (rogue.h)
|
||||
const (
|
||||
WeaponMace = iota
|
||||
WeaponMace WeaponKind = iota
|
||||
WeaponLongSword
|
||||
WeaponBow
|
||||
WeaponArrow
|
||||
@@ -243,9 +274,20 @@ const (
|
||||
NumWeaponTypes = WeaponFlame
|
||||
)
|
||||
|
||||
// Armor types (rogue.h)
|
||||
// String returns the weapon's name ("mace", "two handed sword", ...).
|
||||
func (w WeaponKind) String() string {
|
||||
if w < 0 || w > WeaponFlame {
|
||||
return "strange weapon"
|
||||
}
|
||||
return baseWeapInfo[w].Name
|
||||
}
|
||||
|
||||
// ArmorKind identifies a suit of armor (rogue.h armor types).
|
||||
type ArmorKind int
|
||||
|
||||
// Armor kinds (rogue.h)
|
||||
const (
|
||||
ArmorLeather = iota
|
||||
ArmorLeather ArmorKind = iota
|
||||
ArmorRingMail
|
||||
ArmorStuddedLeather
|
||||
ArmorScaleMail
|
||||
@@ -256,9 +298,20 @@ const (
|
||||
NumArmorTypes
|
||||
)
|
||||
|
||||
// Ring types (rogue.h)
|
||||
// String returns the armor's name ("ring mail", "plate mail", ...).
|
||||
func (a ArmorKind) String() string {
|
||||
if a < 0 || a >= NumArmorTypes {
|
||||
return "strange armor"
|
||||
}
|
||||
return baseArmInfo[a].Name
|
||||
}
|
||||
|
||||
// RingKind identifies a ring (rogue.h ring types).
|
||||
type RingKind int
|
||||
|
||||
// Ring kinds (rogue.h)
|
||||
const (
|
||||
RingProtection = iota
|
||||
RingProtection RingKind = iota
|
||||
RingAddStrength
|
||||
RingSustainStrength
|
||||
RingSearching
|
||||
@@ -275,9 +328,20 @@ const (
|
||||
NumRingTypes
|
||||
)
|
||||
|
||||
// Rod/Wand/Staff types (rogue.h)
|
||||
// String returns the ring's true name ("add strength", "stealth", ...).
|
||||
func (r RingKind) String() string {
|
||||
if r < 0 || r >= NumRingTypes {
|
||||
return "strange ring"
|
||||
}
|
||||
return baseRingInfo[r].Name
|
||||
}
|
||||
|
||||
// WandKind identifies a wand or staff (rogue.h rod/wand/staff types).
|
||||
type WandKind int
|
||||
|
||||
// Wand kinds (rogue.h)
|
||||
const (
|
||||
WandLight = iota
|
||||
WandLight WandKind = iota
|
||||
WandInvisibility
|
||||
WandLightning
|
||||
WandFire
|
||||
@@ -294,6 +358,14 @@ const (
|
||||
NumWandTypes
|
||||
)
|
||||
|
||||
// String returns the wand/staff's true name ("lightning", ...).
|
||||
func (w WandKind) String() string {
|
||||
if w < 0 || w >= NumWandTypes {
|
||||
return "strange stick"
|
||||
}
|
||||
return baseWsInfo[w].Name
|
||||
}
|
||||
|
||||
// Coord is a position on the level (rogue.h coord). A value type: the C
|
||||
// ce(a,b) macro is plain == here.
|
||||
type Coord struct {
|
||||
@@ -349,9 +421,6 @@ type Stone struct {
|
||||
// CTRL maps a letter to its control character, as the C CTRL() macro.
|
||||
func CTRL(c byte) byte { return c & 0o37 }
|
||||
|
||||
// IsMult reports whether an object type stacks in the pack (rogue.h ISMULT).
|
||||
func IsMult(typ byte) bool { return typ == Potion || typ == Scroll || typ == Food }
|
||||
|
||||
// distance returns the squared distance between two points (chase.c dist).
|
||||
func distance(y1, x1, y2, x2 int) int {
|
||||
dx := x2 - x1
|
||||
|
||||
@@ -4,12 +4,12 @@ import "fmt"
|
||||
|
||||
// weapons.c — functions for dealing with problems brought about by weapons.
|
||||
|
||||
const noWeapon = -1
|
||||
const noWeapon WeaponKind = -1
|
||||
|
||||
// missile fires a missile in a given direction (weapons.c missile).
|
||||
func (g *RogueGame) missile(ydelta, xdelta int) {
|
||||
// Get which thing we are hurling
|
||||
obj := g.getItem("throw", int(Weapon))
|
||||
obj := g.getItem("throw", KindWeapon)
|
||||
if obj == nil {
|
||||
return
|
||||
}
|
||||
@@ -48,7 +48,7 @@ func (g *RogueGame) doMotion(obj *Object, ydelta, xdelta int) {
|
||||
if stepOk(ch) && ch != Door {
|
||||
// It hasn't hit anything yet, so display it if it's alright.
|
||||
if g.cansee(obj.Pos.Y, obj.Pos.X) && !g.Options.Terse {
|
||||
g.mvaddch(obj.Pos.Y, obj.Pos.X, obj.Type)
|
||||
g.mvaddch(obj.Pos.Y, obj.Pos.X, obj.Kind.Glyph())
|
||||
g.refresh()
|
||||
}
|
||||
continue
|
||||
@@ -61,13 +61,13 @@ func (g *RogueGame) doMotion(obj *Object, ydelta, xdelta int) {
|
||||
func (g *RogueGame) fall(obj *Object, pr bool) {
|
||||
if fpos, ok := g.fallpos(obj.Pos); ok {
|
||||
pp := g.Level.At(fpos.Y, fpos.X)
|
||||
pp.Ch = obj.Type
|
||||
pp.Ch = obj.Kind.Glyph()
|
||||
obj.Pos = fpos
|
||||
if g.cansee(fpos.Y, fpos.X) {
|
||||
if pp.Monst != nil {
|
||||
pp.Monst.OldCh = obj.Type
|
||||
pp.Monst.OldCh = obj.Kind.Glyph()
|
||||
} else {
|
||||
g.mvaddch(fpos.Y, fpos.X, obj.Type)
|
||||
g.mvaddch(fpos.Y, fpos.X, obj.Kind.Glyph())
|
||||
}
|
||||
}
|
||||
attachObj(&g.Level.Objects, obj)
|
||||
@@ -98,12 +98,12 @@ func (g *RogueGame) wield() {
|
||||
return
|
||||
}
|
||||
p.CurWeapon = oweapon
|
||||
obj := g.getItem("wield", int(Weapon))
|
||||
obj := g.getItem("wield", KindWeapon)
|
||||
if obj == nil {
|
||||
g.After = false
|
||||
return
|
||||
}
|
||||
if obj.Type == Armor {
|
||||
if obj.Kind == KindArmor {
|
||||
g.msg("you can't wield armor")
|
||||
g.After = false
|
||||
return
|
||||
@@ -123,9 +123,9 @@ func (g *RogueGame) wield() {
|
||||
|
||||
// initWeaps is the weapons.c init_dam[] table.
|
||||
var initWeaps = [NumWeaponTypes]struct {
|
||||
dam string // damage when wielded
|
||||
hrl string // damage when thrown
|
||||
launch int // launching weapon
|
||||
dam string // damage when wielded
|
||||
hrl string // damage when thrown
|
||||
launch WeaponKind // launching weapon
|
||||
flags ObjFlags
|
||||
}{
|
||||
{"2x4", "1x3", noWeapon, 0}, // WeaponMace
|
||||
@@ -140,10 +140,10 @@ var initWeaps = [NumWeaponTypes]struct {
|
||||
}
|
||||
|
||||
// initWeapon sets up a new weapon (weapons.c init_weapon).
|
||||
func (g *RogueGame) initWeapon(weap *Object, which int) {
|
||||
func (g *RogueGame) initWeapon(weap *Object, which WeaponKind) {
|
||||
iwp := &initWeaps[which]
|
||||
weap.Type = Weapon
|
||||
weap.Which = which
|
||||
weap.Kind = KindWeapon
|
||||
weap.Which = int(which)
|
||||
weap.Damage = iwp.dam
|
||||
weap.HurlDmg = iwp.hrl
|
||||
weap.Launch = iwp.launch
|
||||
|
||||
@@ -9,9 +9,9 @@ package game
|
||||
func (g *RogueGame) createObj() {
|
||||
obj := newObject()
|
||||
g.msg("type of item: ")
|
||||
obj.Type = g.readchar()
|
||||
obj.Kind = objectKindForGlyph(g.readchar())
|
||||
g.Msgs.Mpos = 0
|
||||
g.msg("which %c do you want? (0-f)", obj.Type)
|
||||
g.msg("which %c do you want? (0-f)", obj.Kind.Glyph())
|
||||
ch := g.readchar()
|
||||
if isDigit(ch) {
|
||||
obj.Which = int(ch - '0')
|
||||
@@ -22,15 +22,15 @@ func (g *RogueGame) createObj() {
|
||||
obj.Count = 1
|
||||
g.Msgs.Mpos = 0
|
||||
switch {
|
||||
case obj.Type == Weapon || obj.Type == Armor:
|
||||
case obj.Kind == KindWeapon || obj.Kind == KindArmor:
|
||||
g.msg("blessing? (+,-,n)")
|
||||
bless := g.readchar()
|
||||
g.Msgs.Mpos = 0
|
||||
if bless == '-' {
|
||||
obj.Flags.Set(Cursed)
|
||||
}
|
||||
if obj.Type == Weapon {
|
||||
g.initWeapon(obj, obj.Which)
|
||||
if obj.Kind == KindWeapon {
|
||||
g.initWeapon(obj, WeaponKind(obj.Which))
|
||||
if bless == '-' {
|
||||
obj.HPlus -= g.rnd(3) + 1
|
||||
}
|
||||
@@ -46,8 +46,8 @@ func (g *RogueGame) createObj() {
|
||||
obj.Arm -= g.rnd(3) + 1
|
||||
}
|
||||
}
|
||||
case obj.Type == Ring:
|
||||
switch obj.Which {
|
||||
case obj.Kind == KindRing:
|
||||
switch obj.RingKind() {
|
||||
case RingProtection, RingAddStrength, RingDexterity, RingIncreaseDamage:
|
||||
g.msg("blessing? (+,-,n)")
|
||||
bless := g.readchar()
|
||||
@@ -61,9 +61,9 @@ func (g *RogueGame) createObj() {
|
||||
case RingAggravateMonsters, RingTeleportation:
|
||||
obj.Flags.Set(Cursed)
|
||||
}
|
||||
case obj.Type == Stick:
|
||||
case obj.Kind == KindWand:
|
||||
g.fixStick(obj)
|
||||
case obj.Type == Gold:
|
||||
case obj.Kind == KindGold:
|
||||
g.msg("how much?")
|
||||
buf := ""
|
||||
if g.getStr(&buf, g.scr.Std) == Norm {
|
||||
@@ -93,7 +93,7 @@ func (g *RogueGame) showMap() {
|
||||
}
|
||||
|
||||
// whatis identifies what a certain object is (wizard.c whatis).
|
||||
func (g *RogueGame) whatis(insist bool, typ int) {
|
||||
func (g *RogueGame) whatis(insist bool, kind ObjectKind) {
|
||||
p := &g.Player
|
||||
if len(p.Pack) == 0 {
|
||||
g.msg("you don't have anything in your pack to identify")
|
||||
@@ -102,7 +102,7 @@ func (g *RogueGame) whatis(insist bool, typ int) {
|
||||
|
||||
var obj *Object
|
||||
for {
|
||||
obj = g.getItem("identify", typ)
|
||||
obj = g.getItem("identify", kind)
|
||||
if !insist {
|
||||
break
|
||||
}
|
||||
@@ -111,9 +111,10 @@ func (g *RogueGame) whatis(insist bool, typ int) {
|
||||
}
|
||||
if obj == nil {
|
||||
g.msg("you must identify something")
|
||||
} else if typ != 0 && int(obj.Type) != typ &&
|
||||
!(typ == RorS && (obj.Type == Ring || obj.Type == Stick)) {
|
||||
g.msg("you must identify a %s", typeName(typ))
|
||||
} else if kind != KindNone && obj.Kind != kind &&
|
||||
!(kind == KindRingOrStick &&
|
||||
(obj.Kind == KindRing || obj.Kind == KindWand)) {
|
||||
g.msg("you must identify a %s", kind)
|
||||
} else {
|
||||
break
|
||||
}
|
||||
@@ -123,16 +124,16 @@ func (g *RogueGame) whatis(insist bool, typ int) {
|
||||
return
|
||||
}
|
||||
|
||||
switch obj.Type {
|
||||
case Scroll:
|
||||
switch obj.Kind {
|
||||
case KindScroll:
|
||||
setKnow(obj, g.Items.Scrolls[:])
|
||||
case Potion:
|
||||
case KindPotion:
|
||||
setKnow(obj, g.Items.Potions[:])
|
||||
case Stick:
|
||||
case KindWand:
|
||||
setKnow(obj, g.Items.Sticks[:])
|
||||
case Weapon, Armor:
|
||||
case KindWeapon, KindArmor:
|
||||
obj.Flags.Set(Known)
|
||||
case Ring:
|
||||
case KindRing:
|
||||
setKnow(obj, g.Items.Rings[:])
|
||||
}
|
||||
g.msg("%s", g.invName(obj, false))
|
||||
@@ -146,30 +147,8 @@ func setKnow(obj *Object, info []ObjInfo) {
|
||||
info[obj.Which].Guess = ""
|
||||
}
|
||||
|
||||
// typeNameTable is the wizard.c type_name static tlist.
|
||||
var typeNameTable = []struct {
|
||||
ch int
|
||||
desc string
|
||||
}{
|
||||
{int(Potion), "potion"},
|
||||
{int(Scroll), "scroll"},
|
||||
{int(Food), "food"},
|
||||
{RorS, "ring, wand or staff"},
|
||||
{int(Ring), "ring"},
|
||||
{int(Stick), "wand or staff"},
|
||||
{int(Weapon), "weapon"},
|
||||
{int(Armor), "suit of armor"},
|
||||
}
|
||||
|
||||
// typeName returns the name of an object type (wizard.c type_name).
|
||||
func typeName(typ int) string {
|
||||
for _, hp := range typeNameTable {
|
||||
if typ == hp.ch {
|
||||
return hp.desc
|
||||
}
|
||||
}
|
||||
return ""
|
||||
}
|
||||
// The C type_name()/tlist table is gone: ObjectKind.String() carries the
|
||||
// same vocabulary.
|
||||
|
||||
// teleport bamfs the hero someplace else (wizard.c teleport).
|
||||
func (g *RogueGame) teleport() {
|
||||
|
||||
Reference in New Issue
Block a user