Rename item-subsystem methods (refactor step 5, items)
getItem→promptPackItem now returns (obj, ok) instead of a nil-signaling pointer; invName→inventoryName; doPot→applyPotionFuse. C breadcrumbs kept. Behavior unchanged; suite green.
This commit is contained in:
@@ -6,8 +6,8 @@ package game
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func (g *RogueGame) wear() {
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p := &g.Player
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obj := g.getItem("wear", KindArmor)
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if obj == nil {
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obj, ok := g.promptPackItem("wear", KindArmor)
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if !ok {
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return
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}
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@@ -32,7 +32,7 @@ func (g *RogueGame) wear() {
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g.wasteTime()
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obj.Flags.Set(Known)
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sp := g.invName(obj, true)
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sp := g.inventoryName(obj, true)
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p.CurArmor = obj
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if !g.Options.Terse {
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@@ -70,7 +70,7 @@ func (g *RogueGame) takeOff() {
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g.addmsgf("you used to be")
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}
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g.msg(" wearing %c) %s", obj.PackCh, g.invName(obj, true))
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g.msg(" wearing %c) %s", obj.PackCh, g.inventoryName(obj, true))
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}
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// wasteTime does nothing but let other things happen (armor.c waste_time).
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@@ -453,7 +453,7 @@ func (g *RogueGame) wizardCommand(ch byte) {
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case CTRL('X'):
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g.turnSee(p.On(SenseMonsters))
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case CTRL('~'):
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if item := g.getItem("charge", KindWand); item != nil {
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if item, ok := g.promptPackItem("charge", KindWand); ok {
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item.Charges = 10000
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}
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case CTRL('I'):
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@@ -738,9 +738,9 @@ func (g *RogueGame) levitCheck() bool {
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// call allows a user to call a potion, scroll, or ring something
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// (command.c call).
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func (g *RogueGame) call() {
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obj := g.getItem("call", KindCallable)
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obj, ok := g.promptPackItem("call", KindCallable)
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// Make certain that it is something that we want to name
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if obj == nil {
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if !ok {
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return
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}
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@@ -820,7 +820,7 @@ func (g *RogueGame) current(cur *Object, how, where string) {
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}
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g.InvDescribe = false
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g.addmsgf("%c) %s", cur.PackCh, g.invName(cur, true))
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g.addmsgf("%c) %s", cur.PackCh, g.inventoryName(cur, true))
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g.InvDescribe = true
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if where != "" {
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@@ -290,7 +290,7 @@ func (g *RogueGame) attack(mp *Monster) int {
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removed = true
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g.leavePack(steal, false, false)
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g.msg("she stole %s!", g.invName(steal, true))
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g.msg("she stole %s!", g.inventoryName(steal, true))
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}
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}
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}
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@@ -236,8 +236,8 @@ func (g *RogueGame) findObj(y, x int) *Object {
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// eat lets her try to eat something (misc.c eat).
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func (g *RogueGame) eat() {
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obj := g.getItem("eat", KindFood)
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if obj == nil {
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obj, ok := g.promptPackItem("eat", KindFood)
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if !ok {
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return
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}
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27
game/pack.go
27
game/pack.go
@@ -137,7 +137,7 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
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g.addmsgf("you now have ")
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}
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g.msg("%s (%c)", g.invName(obj, !g.Options.Terse), obj.PackCh)
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g.msg("%s (%c)", g.inventoryName(obj, !g.Options.Terse), obj.PackCh)
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}
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}
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@@ -236,7 +236,7 @@ func (g *RogueGame) inventory(list []*Object, kind ObjectKind) bool {
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g.NObjs++
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g.Msgs.MsgEsc = true
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line := string(item.PackCh) + ") " + g.invName(item, false)
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line := string(item.PackCh) + ") " + g.inventoryName(item, false)
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if g.addLine("%s", line) == Escape {
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g.Msgs.MsgEsc = false
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g.msg("")
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@@ -323,7 +323,7 @@ func (g *RogueGame) moveMsg(obj *Object) {
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g.addmsgf("you ")
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}
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g.msg("moved onto %s", g.invName(obj, true))
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g.msg("moved onto %s", g.inventoryName(obj, true))
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}
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// pickyInven allows the player to inventory a single item (pack.c
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@@ -337,7 +337,7 @@ func (g *RogueGame) pickyInven() {
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}
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if len(p.Pack) == 1 {
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g.msg("a) %s", g.invName(p.Pack[0], false))
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g.msg("a) %s", g.inventoryName(p.Pack[0], false))
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return
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}
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@@ -354,7 +354,7 @@ func (g *RogueGame) pickyInven() {
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for _, obj := range p.Pack {
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if mch == obj.PackCh {
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g.msg("%c) %s", mch, g.invName(obj, false))
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g.msg("%c) %s", mch, g.inventoryName(obj, false))
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return
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}
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@@ -363,23 +363,24 @@ func (g *RogueGame) pickyInven() {
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g.msg("'%s' not in pack", unctrl(mch))
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}
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// getItem picks something out of a pack for a purpose (pack.c get_item).
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func (g *RogueGame) getItem(purpose string, kind ObjectKind) *Object {
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// promptPackItem picks something out of a pack for a purpose (pack.c
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// get_item); ok reports whether the player chose an item.
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func (g *RogueGame) promptPackItem(purpose string, kind ObjectKind) (obj *Object, ok bool) {
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p := &g.Player
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if len(p.Pack) == 0 {
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g.msg("you aren't carrying anything")
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return nil
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return nil, false
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}
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if g.Again {
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if g.LastPick != nil {
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return g.LastPick
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return g.LastPick, true
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}
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g.msg("you ran out")
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return nil
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return nil, false
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}
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for {
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@@ -402,7 +403,7 @@ func (g *RogueGame) getItem(purpose string, kind ObjectKind) *Object {
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g.After = false
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g.msg("")
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return nil
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return nil, false
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}
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g.NObjs = 1 // normal case: person types one char
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@@ -411,7 +412,7 @@ func (g *RogueGame) getItem(purpose string, kind ObjectKind) *Object {
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if !g.inventory(p.Pack, kind) {
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g.After = false
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return nil
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return nil, false
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}
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continue
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@@ -419,7 +420,7 @@ func (g *RogueGame) getItem(purpose string, kind ObjectKind) *Object {
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for _, obj := range p.Pack {
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if obj.PackCh == ch {
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return obj
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return obj, true
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}
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}
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@@ -16,9 +16,9 @@ type pact struct {
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// quaff drinks a potion from the pack (potions.c quaff).
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func (g *RogueGame) quaff() {
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p := &g.Player
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obj := g.getItem("quaff", KindPotion)
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obj, ok := g.promptPackItem("quaff", KindPotion)
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// Make certain that it is something that we want to drink
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if obj == nil {
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if !ok {
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return
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}
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@@ -43,7 +43,7 @@ func (g *RogueGame) quaff() {
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switch obj.PotionKind() {
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case PotionConfusion:
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g.doPot(PotionConfusion, !trip)
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g.applyPotionFuse(PotionConfusion, !trip)
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case PotionPoison:
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g.Items.Potions[PotionPoison].Know = true
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if p.IsWearing(RingSustainStrength) {
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@@ -118,11 +118,11 @@ func (g *RogueGame) quaff() {
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g.SeenStairs = g.seenStairs()
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}
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g.doPot(PotionLSD, true)
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g.applyPotionFuse(PotionLSD, true)
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case PotionSeeInvisible:
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show := p.On(CanSeeInvisible)
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g.doPot(PotionSeeInvisible, false)
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g.applyPotionFuse(PotionSeeInvisible, false)
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if !show {
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g.invisOn()
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@@ -177,9 +177,9 @@ func (g *RogueGame) quaff() {
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g.msg("hey, this tastes great. It make you feel warm all over")
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case PotionBlindness:
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g.doPot(PotionBlindness, true)
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g.applyPotionFuse(PotionBlindness, true)
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case PotionLevitation:
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g.doPot(PotionLevitation, true)
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g.applyPotionFuse(PotionLevitation, true)
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}
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g.status()
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@@ -194,9 +194,9 @@ func (g *RogueGame) raiseLevel() {
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g.checkLevel()
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}
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// doPot does a potion with standard setup: it uses a fuse and turns on a
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// flag (potions.c do_pot).
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func (g *RogueGame) doPot(kind PotionKind, knowit bool) {
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// applyPotionFuse does a potion with standard setup: it uses a fuse and
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// turns on a flag (potions.c do_pot).
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func (g *RogueGame) applyPotionFuse(kind PotionKind, knowit bool) {
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pp := &g.data.pActions[kind]
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if !g.Items.Potions[kind].Know {
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g.Items.Potions[kind].Know = knowit
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@@ -7,9 +7,9 @@ import "fmt"
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// ringOn puts a ring on a hand (rings.c ring_on).
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func (g *RogueGame) ringOn() {
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p := &g.Player
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obj := g.getItem("put on", KindRing)
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obj, ok := g.promptPackItem("put on", KindRing)
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// Make certain that it is something that we want to wear
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if obj == nil {
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if !ok {
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return
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}
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@@ -65,7 +65,7 @@ func (g *RogueGame) ringOn() {
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g.addmsgf("you are now wearing ")
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}
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g.msg("%s (%c)", g.invName(obj, true), obj.PackCh)
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g.msg("%s (%c)", g.inventoryName(obj, true), obj.PackCh)
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}
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// ringOff takes off a ring (rings.c ring_off).
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@@ -103,7 +103,7 @@ func (g *RogueGame) ringOff() {
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}
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if g.dropCheck(obj) {
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g.msg("was wearing %s(%c)", g.invName(obj, true), obj.PackCh)
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g.msg("was wearing %s(%c)", g.inventoryName(obj, true), obj.PackCh)
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}
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}
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@@ -189,7 +189,7 @@ func (g *RogueGame) totalWinner() {
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}
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g.scr.Std.MvPrintwf(line, 0, "%c) %5d %s", obj.PackCh, worth,
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g.invName(obj, false))
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g.inventoryName(obj, false))
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line++
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p.Purse += worth
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}
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@@ -7,8 +7,8 @@ package game
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func (g *RogueGame) readScroll() {
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p := &g.Player
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obj := g.getItem("read", KindScroll)
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if obj == nil {
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obj, ok := g.promptPackItem("read", KindScroll)
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if !ok {
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return
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}
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@@ -14,8 +14,8 @@ const (
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func (g *RogueGame) doZap() {
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p := &g.Player
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obj := g.getItem("zap with", KindWand)
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if obj == nil {
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obj, ok := g.promptPackItem("zap with", KindWand)
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if !ok {
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return
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}
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@@ -94,7 +94,7 @@ type gameData struct {
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initWeaps [NumWeaponTypes]weaponSetup
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// pActions is potions.c p_actions[]. The P_SEEINVIS message is dynamic
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// (it names the fruit) and is computed in doPot.
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// (it names the fruit) and is computed in applyPotionFuse.
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pActions [NumPotionTypes]pact
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// idType maps identify scrolls to the kind of item they identify
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@@ -9,7 +9,7 @@ import (
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// invName returns the name of something as it would appear in an inventory
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// (things.c inv_name).
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func (g *RogueGame) invName(obj *Object, drop bool) string {
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func (g *RogueGame) inventoryName(obj *Object, drop bool) string {
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var pb strings.Builder
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which := obj.Which
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@@ -142,8 +142,8 @@ func (g *RogueGame) dropIt() {
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return
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}
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obj := g.getItem("drop", KindNone)
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if obj == nil {
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obj, ok := g.promptPackItem("drop", KindNone)
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if !ok {
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return
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}
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@@ -162,7 +162,7 @@ func (g *RogueGame) dropIt() {
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g.HasAmulet = false
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}
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g.msg("dropped %s", g.invName(obj, true))
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g.msg("dropped %s", g.inventoryName(obj, true))
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}
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// dropCheck does special checks for dropping or unwielding|unwearing|
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@@ -392,7 +392,7 @@ func (g *RogueGame) printDisc(typ byte) {
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if info[order[i]].Know || info[order[i]].Guess != "" {
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obj.Kind = objectKindForGlyph(typ)
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obj.Which = order[i]
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g.addLine("%s", g.invName(&obj, false))
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g.addLine("%s", g.inventoryName(&obj, false))
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numFound++
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}
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@@ -9,8 +9,8 @@ const noWeapon WeaponKind = -1
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// missile fires a missile in a given direction (weapons.c missile).
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func (g *RogueGame) missile(ydelta, xdelta int) {
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// Get which thing we are hurling
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obj := g.getItem("throw", KindWeapon)
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if obj == nil {
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obj, ok := g.promptPackItem("throw", KindWeapon)
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if !ok {
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return
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}
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@@ -113,8 +113,8 @@ func (g *RogueGame) wield() {
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p.CurWeapon = oweapon
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obj := g.getItem("wield", KindWeapon)
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if obj == nil {
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obj, ok := g.promptPackItem("wield", KindWeapon)
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if !ok {
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g.After = false
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return
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@@ -133,7 +133,7 @@ func (g *RogueGame) wield() {
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return
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}
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sp := g.invName(obj, true)
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sp := g.inventoryName(obj, true)
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p.CurWeapon = obj
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if !g.Options.Terse {
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@@ -119,7 +119,7 @@ func (g *RogueGame) whatis(insist bool, kind ObjectKind) {
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var obj *Object
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for {
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obj = g.getItem("identify", kind)
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obj, _ = g.promptPackItem("identify", kind)
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if !insist {
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break
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@@ -161,7 +161,7 @@ func (g *RogueGame) whatis(insist bool, kind ObjectKind) {
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setKnow(obj, g.Items.Rings[:])
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}
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g.msg("%s", g.invName(obj, false))
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g.msg("%s", g.inventoryName(obj, false))
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}
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// setKnow sets things up when we really know what a thing is (wizard.c
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Reference in New Issue
Block a user