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