Files
rgoue/game/rings.go
sneak 6d798c56ed 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.
2026-07-07 02:31:38 +02:00

180 lines
3.1 KiB
Go

package game
import "fmt"
// rings.c — routines dealing specifically with rings.
// ringOn puts a ring on a hand (rings.c ring_on).
func (g *RogueGame) ringOn() {
p := &g.Player
obj, ok := g.promptPackItem("put on", KindRing)
// Make certain that it is something that we want to wear
if !ok {
return
}
if obj.Kind != KindRing {
if !g.Options.Terse {
g.msg("it would be difficult to wrap that around a finger")
} else {
g.msg("not a ring")
}
return
}
// find out which hand to put it on
if g.isCurrent(obj) {
return
}
var ring int
switch {
case p.CurRing[Left] == nil && p.CurRing[Right] == nil:
if ring = g.gethand(); ring < 0 {
return
}
case p.CurRing[Left] == nil:
ring = Left
case p.CurRing[Right] == nil:
ring = Right
default:
if !g.Options.Terse {
g.msg("you already have a ring on each hand")
} else {
g.msg("wearing two")
}
return
}
p.CurRing[ring] = obj
// Calculate the effect it has on the poor guy.
switch obj.RingKind() {
case RingAddStrength:
g.changeStrength(obj.Bonus)
case RingSeeInvisible:
g.invisOn()
case RingAggravateMonsters:
g.aggravate()
}
if !g.Options.Terse {
g.addmsgf("you are now wearing ")
}
g.msg("%s (%c)", g.inventoryName(obj, true), obj.PackCh)
}
// ringOff takes off a ring (rings.c ring_off).
func (g *RogueGame) ringOff() {
p := &g.Player
var ring int
switch {
case p.CurRing[Left] == nil && p.CurRing[Right] == nil:
if g.Options.Terse {
g.msg("no rings")
} else {
g.msg("you aren't wearing any rings")
}
return
case p.CurRing[Left] == nil:
ring = Right
case p.CurRing[Right] == nil:
ring = Left
default:
if ring = g.gethand(); ring < 0 {
return
}
}
g.Msgs.Mpos = 0
obj := p.CurRing[ring]
if obj == nil {
g.msg("not wearing such a ring")
return
}
if g.dropCheck(obj) {
g.msg("was wearing %s(%c)", g.inventoryName(obj, true), obj.PackCh)
}
}
// gethand asks which hand the hero is interested in (rings.c gethand).
func (g *RogueGame) gethand() int {
for {
if g.Options.Terse {
g.msg("left or right ring? ")
} else {
g.msg("left hand or right hand? ")
}
c := g.readchar()
if c == Escape {
return -1
}
g.Msgs.Mpos = 0
if c == 'l' || c == 'L' {
return Left
}
if c == 'r' || c == 'R' {
return Right
}
if g.Options.Terse {
g.msg("L or R")
} else {
g.msg("please type L or R")
}
}
}
// ringEat reports how much food the ring on the given hand uses up
// (rings.c ring_eat).
func (g *RogueGame) ringEat(hand int) int {
ring := g.Player.CurRing[hand]
if ring == nil {
return 0
}
eat := g.data.ringUses[ring.RingKind()]
if eat < 0 {
if g.rnd(-eat) == 0 {
eat = 1
} else {
eat = 0
}
}
if ring.RingKind() == RingSlowDigestion {
eat = -eat
}
return eat
}
// ringNum prints ring bonuses (rings.c ring_num). The unused game
// parameter keeps the nameit prfunc signature.
func ringNum(_ *RogueGame, obj *Object) string {
if !obj.Flags.Has(Known) {
return ""
}
switch obj.RingKind() {
case RingProtection, RingAddStrength, RingIncreaseDamage, RingDexterity:
return fmt.Sprintf(" [%s]", num(obj.Bonus, 0, Ring))
}
return ""
}