func (c *Creature) Use(i item.Itemer) { if !item.IsUsable(i) { status.Println("You can't use that item!", termbox.ColorRed+termbox.AttrBold) return } if !item.IsPermanent(i) { if i.Count() > 1 { i.SetCount(i.Count() - 1) } else { delete(c.Inventory, i.Hotkey()) } } c.use(i) }
func ShowItemDetails(i item.Itemer, a *area.Area) bool { ui.Clear() // Print item title. msgs := makeDrawable(fmt.Sprintf("%c - %s", i.Hotkey(), i.Name())) PrintLong(msgs, 0) rows := len(msgs) // Print flavor text. msgs = makeDrawable(i.FlavorText()) PrintLong(msgs, rows) rows += len(msgs) // Print flavor text. msgs = makeDrawable(StringEffects(i.Effects())) PrintLong(msgs, rows) rows += len(msgs) actionStr := dropAction if item.IsEquipable(i) && !creature.Hero.IsEquipped(i) { actionStr += " You can (e)quip this " + strings.ToLower(i.Cat()) + "." } if creature.Hero.IsEquipped(i) { actionStr += " You can (r)emove this " + strings.ToLower(i.Cat()) + "." } if item.IsUsable(i) { actionStr += " You can (u)se this " + strings.ToLower(i.Cat()) + "." } msgs = makeDrawable(actionStr) for y, m := range msgs { t := text.New(m, termbox.ColorCyan) ui.Print(t, ui.Inventory.XOffset, y+rows, ui.Inventory.Width) } termbox.Flush() itemDetailLoop: for { switch detailsEvent := termbox.PollEvent(); detailsEvent.Type { case termbox.EventKey: if detailsEvent.Key == ui.CancelKey { break itemDetailLoop } switch string(detailsEvent.Ch) { case string(ui.DropItemKey): creature.Hero.DropItem(i.Hotkey(), a) return true case string(ui.EquipItemKey): NarrativeEquip(i.Hotkey()) return true case string(ui.UseItemKey): NarrativeUse(i.Hotkey()) return true case string(ui.UnEquipItemKey): NarrativeUnEquip(i.Hotkey()) return true } } } return false }