Пример #1
0
func (c *Creature) use(i item.Itemer) {
	switch i.(type) {
	case *item.Potion:
		status.Println("You drink the potion.", termbox.ColorWhite)
	case *item.Tool:
		switch i.Name() {
		case "Star-Eye Map":
			status.Println("You try to read the map.", termbox.ColorWhite)
		}
	}
	status.Print(i.UseText(), termbox.ColorWhite)
}
Пример #2
0
func RarityAttr(i item.Itemer) termbox.Attribute {
	var attr termbox.Attribute
	switch i.Rarity() {
	case item.Common:
		attr = termbox.ColorWhite
	case item.Magical:
		attr = termbox.ColorBlue + termbox.AttrBold
	case item.Artifact:
		attr = termbox.ColorWhite + termbox.AttrBold
	}
	return attr
}
Пример #3
0
func (c *Creature) UnEquip(i item.Itemer) {
	if !c.IsEquipped(i) {
		return
	}

	switch obj := i.(type) {
	case (*item.Weapon):
		if c.Equipment.MainHand == obj {
			c.Equipment.MainHand = nil
		}
		if c.Equipment.OffHand == obj {
			c.Equipment.OffHand = nil
		}
	case (*item.Headgear):
		if c.Equipment.Head == obj {
			c.Equipment.Head = nil
		}
	case (*item.Amulet):
		if c.Equipment.Amulet == obj {
			c.Equipment.Amulet = nil
		}
	case (*item.Ring):
		c.removeRing(obj)
	case (*item.Boots):
		if c.Equipment.Boots == obj {
			c.Equipment.Boots = nil
		}
	case (*item.Gloves):
		if c.Equipment.Gloves == obj {
			c.Equipment.Gloves = nil
		}
	case (*item.Chestwear):
		if c.Equipment.Chestwear == obj {
			c.Equipment.Chestwear = nil
		}
	case (*item.Legwear):
		if c.Equipment.Legwear == obj {
			c.Equipment.Legwear = nil
		}
	}
	status.Println(fmt.Sprintf("You unequip %s.", i.Name()), termbox.ColorWhite)
}
Пример #4
0
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)
}
Пример #5
0
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
}
Пример #6
0
func InvText(i item.Itemer) string {
	invStr := ""
	if item.IsStackable(i) {
		name := i.Name()
		if i.Count() > 1 {
			name = inflections.Pluralize(name)
		}
		invStr = fmt.Sprintf("%c - %d %s", i.Hotkey(), i.Count(), name)
	} else {
		invStr = fmt.Sprintf("%c - %s", i.Hotkey(), i.Name())
	}

	if item.IsEquipable(i) {
		if creature.Hero.IsEquipped(i) {
			invStr += " (wielding)"
		}
	}
	return invStr
}