Decompose wizard.go createObj and whatis (refactor step 7)
createObj gains createWeaponArmor/createRing; whatis gains whatisPick for its prompt loop. wizard.go is complexity-clean. Behavior unchanged.
This commit is contained in:
103
game/wizard.go
103
game/wizard.go
@@ -27,6 +27,26 @@ func (g *RogueGame) createObj() {
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switch obj.Kind {
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case KindWeapon, KindArmor:
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g.createWeaponArmor(obj)
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case KindRing:
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g.createRing(obj)
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case KindWand:
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g.fixStick(obj)
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case KindGold:
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g.msg("how much?")
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buf := ""
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if g.getStr(&buf, g.scr.Std) == Norm {
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obj.GoldValue = cAtoi(buf)
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}
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}
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g.addPack(obj, false)
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}
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// createWeaponArmor sets up a wizard-created weapon or armor with an
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// optional blessing (the weapon/armor arm of wizard.c create_obj).
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func (g *RogueGame) createWeaponArmor(obj *Object) {
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g.msg("blessing? (+,-,n)")
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bless := g.readchar()
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g.Msgs.Mpos = 0
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@@ -45,7 +65,10 @@ func (g *RogueGame) createObj() {
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if bless == '+' {
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obj.HPlus += g.rnd(3) + 1
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}
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} else {
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return
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}
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obj.ArmorClass = g.data.aClass[obj.Which]
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if bless == '-' {
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obj.ArmorClass += g.rnd(3) + 1
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@@ -55,7 +78,10 @@ func (g *RogueGame) createObj() {
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obj.ArmorClass -= g.rnd(3) + 1
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}
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}
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case KindRing:
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// createRing sets up a wizard-created ring, prompting for a bonus on
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// the bonus rings (the ring arm of wizard.c create_obj).
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func (g *RogueGame) createRing(obj *Object) {
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switch obj.RingKind() {
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case RingProtection, RingAddStrength, RingDexterity, RingIncreaseDamage:
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g.msg("blessing? (+,-,n)")
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@@ -71,18 +97,6 @@ func (g *RogueGame) createObj() {
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case RingAggravateMonsters, RingTeleportation:
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obj.Flags.Set(Cursed)
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}
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case KindWand:
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g.fixStick(obj)
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case KindGold:
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g.msg("how much?")
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buf := ""
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if g.getStr(&buf, g.scr.Std) == Norm {
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obj.GoldValue = cAtoi(buf)
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}
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}
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g.addPack(obj, false)
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}
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// showMap prints out the whole map for the wizard (wizard.c show_map).
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@@ -117,34 +131,8 @@ func (g *RogueGame) whatis(insist bool, kind ObjectKind) {
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return
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}
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var obj *Object
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for {
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obj, _ = g.promptPackItem("identify", kind)
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if !insist {
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break
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}
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if g.NObjs == 0 {
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return
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}
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if obj == nil {
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g.msg("you must identify something")
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continue
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}
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if !matchesFilter(kind, obj) {
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g.msg("you must identify a %s", kind)
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continue
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}
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break
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}
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if obj == nil {
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obj, ok := g.whatisPick(insist, kind)
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if !ok {
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return
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}
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@@ -164,6 +152,37 @@ func (g *RogueGame) whatis(insist bool, kind ObjectKind) {
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g.msg("%s", g.inventoryName(obj, false))
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}
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// whatisPick prompts for the item to identify, re-asking until a
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// matching one is chosen when insist is set; ok is false when the
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// player gives up (the prompt loop of wizard.c whatis).
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func (g *RogueGame) whatisPick(insist bool, kind ObjectKind) (*Object, bool) {
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for {
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obj, _ := g.promptPackItem("identify", kind)
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if !insist {
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return obj, obj != nil
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}
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if g.NObjs == 0 {
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return nil, false
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}
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if obj == nil {
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g.msg("you must identify something")
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continue
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}
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if !matchesFilter(kind, obj) {
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g.msg("you must identify a %s", kind)
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continue
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}
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return obj, true
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}
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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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// set_know).
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func setKnow(obj *Object, info []ObjInfo) {
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