Files
rgoue/game/rings.go
sneak b940cfc41f Give item categories and subtypes real types (refactor step 2)
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.
2026-07-06 22:00:43 +02:00

175 lines
3.4 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 := g.getItem("put on", KindRing)
// Make certain that it is something that we want to wear
if obj == nil {
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.chgStr(obj.Arm)
case RingSeeInvisible:
g.invisOn()
case RingAggravateMonsters:
g.aggravate()
}
if !g.Options.Terse {
g.addmsg("you are now wearing ")
}
g.msg("%s (%c)", g.invName(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.invName(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")
}
}
}
// ringUses is the rings.c ring_eat static uses[] table: how much food each
// ring type uses up per turn (negative = a 1-in-n chance of 1).
var ringUses = [NumRingTypes]int{
1, // R_PROTECT
1, // R_ADDSTR
1, // R_SUSTSTR
-3, // R_SEARCH
-5, // R_SEEINVIS
0, // R_NOP
0, // R_AGGR
-3, // R_ADDHIT
-3, // R_ADDDAM
2, // R_REGEN
-2, // R_DIGEST
0, // R_TELEPORT
1, // R_STEALTH
1, // R_SUSTARM
}
// 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 := 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).
func ringNum(g *RogueGame, obj *Object) string {
if !obj.Flags.Has(Known) {
return ""
}
switch obj.RingKind() {
case RingProtection, RingAddStrength, RingIncreaseDamage, RingDexterity:
return fmt.Sprintf(" [%s]", num(obj.Arm, 0, Ring))
}
return ""
}