func newItem(ik *ItemKind, owner Activer, amount ...interface{}) Itemer { var i Itemer = nil switch ik.class { case consts.ITEM_CLASS_CONSUMABLE: i = newConsumableItem(ik, owner, amount[0].(int)) case consts.ITEM_CLASS_GARMENT: if ik.itemType == consts.ITEM_T_EXPENDABLE { i = &ExpandableItem{newStackItem(ik, owner, amount[0].(int)), false} } else { garment := GarmentItem{newBaseItem(ik, owner), false} if ik.itemType == consts.ITEM_T_WEAPON { i = &WeaponItem{garment, fightBase.CreateDmgDescription(ik.power)} } else { i = &garment } } } return i }
func InitWeapons() { weapons[consts.FIST_WEAP] = &FistWeap{BaseWeap{fightBase.NewBaseBlow(fightBase.BM_HIT, 1.0, "hit"), fightBase.CreateDmgDescription("25d4")}} }