ObjectKind separates what an item is from how it draws: Object.Type (a byte that doubled as the map character) becomes Kind ObjectKind, with Glyph() producing the display character and objectKindForGlyph converting back at the map boundary. KindWand covers the C 'stick' category. The magic-missile bolt uses KindGold, matching C's literal o_type='*' trick, with a comment. PotionKind, ScrollKind, RingKind, WandKind, WeaponKind, ArmorKind and TrapKind are now iota enums with Stringer (names come from the base info tables); Object gains typed accessors (obj.RingKind(), ...) and Launch is typed WeaponKind. beTrapped returns TrapKind. The getItem/inventory/whatis prompt filters take ObjectKind, with KindCallable/KindRingOrStick replacing the C CALLABLE/R_OR_S sentinels; wizard.c's type_name table is subsumed by ObjectKind.String(). IsRing/IsWearing/initWeapon/doPot signatures are typed accordingly. The save format version becomes 5.4.4-go2: the gob field rename would otherwise silently zero Kind when reading old saves. No behavior change; full suite green.
175 lines
3.4 KiB
Go
175 lines
3.4 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 := g.getItem("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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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.chgStr(obj.Arm)
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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.addmsg("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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}
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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.invName(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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// ringUses is the rings.c ring_eat static uses[] table: how much food each
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// ring type uses up per turn (negative = a 1-in-n chance of 1).
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var ringUses = [NumRingTypes]int{
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1, // R_PROTECT
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1, // R_ADDSTR
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1, // R_SUSTSTR
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-3, // R_SEARCH
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-5, // R_SEEINVIS
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0, // R_NOP
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0, // R_AGGR
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-3, // R_ADDHIT
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-3, // R_ADDDAM
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2, // R_REGEN
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-2, // R_DIGEST
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0, // R_TELEPORT
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1, // R_STEALTH
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1, // R_SUSTARM
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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 := 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).
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func ringNum(g *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.Arm, 0, Ring))
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}
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return ""
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}
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