Dropping items
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parent
93b270c5f3
commit
e1b5e25e85
37
src/main.rs
37
src/main.rs
@ -304,6 +304,7 @@ enum Item {
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Heal,
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Lightning,
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Confuse,
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Fireball,
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}
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enum UseResult {
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@ -506,6 +507,11 @@ fn place_objects(room: Rect, map: &Map, objects: &mut Vec<Object>) {
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let mut object = Object::new(x, y, '#', "scroll of lightning bolt", LIGHT_YELLOW, false);
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object.item = Some(Item::Lightning);
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object
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} else if dice < 0.7 + 0.1 + 0.1 {
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// Create a fireball scroll (10% chance)
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let mut object = Object::new(x, y, '#', "scroll of fireball", LIGHT_YELLOW, false);
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object.item = Some(Item::Fireball);
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object
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} else {
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// Create a confuse scroll (10% chance)
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let mut object = Object::new(x, y, '#', "scroll of confusion", LIGHT_YELLOW, false);
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@ -823,6 +829,7 @@ fn use_item(inventory_id: usize, tcod: &mut Tcod, game: &mut Game, objects: &mut
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Heal => cast_heal,
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Lightning => cast_lightning,
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Confuse => cast_confuse,
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Fireball => cast_fireball,
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};
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match on_use(inventory_id, tcod, game, objects) {
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UseResult::UsedUp => {
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@ -899,7 +906,11 @@ fn cast_confuse(
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game: &mut Game,
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objects: &mut [Object],
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) -> UseResult {
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let monster_id = target_monster(CONFUSE_RANGE, objects, tcod);
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game.messages.add(
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"Left-click an enemy to confuse it, or right click to cancel.",
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LIGHT_CYAN,
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);
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let monster_id = target_monster(tcod, game, objects, Some(CONFUSE_RANGE as f32));
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if let Some(monster_id) = monster_id {
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let old_ai = objects[monster_id].ai.take().unwrap_or(Ai::Basic);
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// Replace the monster's AI with a "confused" one; after
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@ -938,7 +949,7 @@ fn cast_fireball(
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);
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let (x, y) = match target_tile(tcod, game, objects, None) {
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Some(tile_pos) => tile_pos,
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None => return UseResult::Canceled,
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None => return UseResult::Cancelled,
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};
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game.messages.add(
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format!(
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@ -1025,6 +1036,28 @@ fn target_tile(
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}
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}
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// Returns a clicked monster inside FOV up to a range, or None if right-clicked
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fn target_monster(
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tcod: &mut Tcod,
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game: &mut Game,
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objects: &[Object],
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max_range: Option<f32>,
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) -> Option<usize> {
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loop {
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match target_tile(tcod, game, objects, max_range) {
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Some((x, y)) => {
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// Return the first clicked monster, otherwise continue looping
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for (id, obj) in objects.iter().enumerate() {
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if obj.pos() == (x, y) && obj.fighter.is_some() && id != PLAYER {
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return Some(id);
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}
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}
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}
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None => return None,
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}
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}
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}
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fn render_all(tcod: &mut Tcod, game: &mut Game, objects: &[Object], fov_recompute: bool) {
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if fov_recompute {
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let player = &objects[PLAYER];
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