Convert readScroll to a per-scroll handler table (refactor step 7)
The read_scroll switch becomes gameData.readHandlers, indexed by ScrollKind; the five identify scrolls share one handler. The magic mapping cell logic is extracted into revealSpot. Effect order and RNG call sequence unchanged.
This commit is contained in:
@@ -28,20 +28,38 @@ func (g *RogueGame) readScroll() {
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// Get rid of the thing
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// Get rid of the thing
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g.leavePack(obj, false, false)
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g.leavePack(obj, false, false)
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switch obj.ScrollKind() {
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if h := g.data.readHandlers[obj.ScrollKind()]; h != nil {
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case ScrollMonsterConfusion:
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h(g, obj)
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}
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g.look(true) // put the result of the scroll on the screen
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g.status()
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g.callIt(&g.Items.Scrolls[obj.Which])
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}
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// The per-scroll effect handlers, dispatched through
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// gameData.readHandlers. Each is one case of the C read_scroll switch.
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func (g *RogueGame) readMonsterConfusion(*Object) {
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// Scroll of monster confusion. Give him that power.
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// Scroll of monster confusion. Give him that power.
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p.Flags.Set(CanConfuse)
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g.Player.Flags.Set(CanConfuse)
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g.msg("your hands begin to glow %s", g.pickColor("red"))
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g.msg("your hands begin to glow %s", g.pickColor("red"))
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case ScrollEnchantArmor:
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}
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func (g *RogueGame) readEnchantArmor(*Object) {
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p := &g.Player
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if p.CurArmor != nil {
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if p.CurArmor != nil {
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p.CurArmor.ArmorClass--
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p.CurArmor.ArmorClass--
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p.CurArmor.Flags.Clear(Cursed)
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p.CurArmor.Flags.Clear(Cursed)
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g.msg("your armor glows %s for a moment", g.pickColor("silver"))
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g.msg("your armor glows %s for a moment", g.pickColor("silver"))
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}
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}
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case ScrollHoldMonster:
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}
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func (g *RogueGame) readHoldMonster(*Object) {
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// Hold monster scroll. Stop all monsters within two spaces from
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// Hold monster scroll. Stop all monsters within two spaces from
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// chasing after the hero.
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// chasing after the hero.
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p := &g.Player
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held := 0
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held := 0
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for x := p.Pos.X - 2; x <= p.Pos.X+2; x++ {
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for x := p.Pos.X - 2; x <= p.Pos.X+2; x++ {
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@@ -81,16 +99,21 @@ func (g *RogueGame) readScroll() {
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} else {
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} else {
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g.msg("you feel a strange sense of loss")
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g.msg("you feel a strange sense of loss")
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}
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}
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case ScrollSleep:
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}
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func (g *RogueGame) readSleep(*Object) {
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// Scroll which makes you fall asleep
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// Scroll which makes you fall asleep
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g.Items.Scrolls[ScrollSleep].Know = true
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g.Items.Scrolls[ScrollSleep].Know = true
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g.NoCommand += g.rnd(g.spread(5)) + 4 // SLEEPTIME
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g.NoCommand += g.rnd(g.spread(5)) + 4 // SLEEPTIME
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p.Flags.Clear(Awake)
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g.Player.Flags.Clear(Awake)
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g.msg("you fall asleep")
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g.msg("you fall asleep")
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case ScrollCreateMonster:
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}
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func (g *RogueGame) readCreateMonster(*Object) {
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// Create a monster: first look in a circle around him, next try
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// Create a monster: first look in a circle around him, next try
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// his room, otherwise give up
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// his room, otherwise give up
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p := &g.Player
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i := 0
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i := 0
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var mp Coord
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var mp Coord
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@@ -122,18 +145,31 @@ func (g *RogueGame) readScroll() {
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tp := &Monster{}
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tp := &Monster{}
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g.newMonster(tp, g.randMonster(false), mp)
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g.newMonster(tp, g.randMonster(false), mp)
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}
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}
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case ScrollIdentifyPotion, ScrollIdentifyScroll, ScrollIdentifyWeapon, ScrollIdentifyArmor, ScrollIdentifyRingOrStick:
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}
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func (g *RogueGame) readIdentify(obj *Object) {
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// Identify, let him figure something out
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// Identify, let him figure something out
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g.Items.Scrolls[obj.Which].Know = true
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g.Items.Scrolls[obj.Which].Know = true
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g.msg("this scroll is an %s scroll", g.Items.Scrolls[obj.Which].Name)
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g.msg("this scroll is an %s scroll", g.Items.Scrolls[obj.Which].Name)
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g.whatis(true, g.data.idType[obj.ScrollKind()])
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g.whatis(true, g.data.idType[obj.ScrollKind()])
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case ScrollMagicMapping:
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}
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func (g *RogueGame) readMagicMapping(*Object) {
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// Scroll of magic mapping.
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// Scroll of magic mapping.
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g.Items.Scrolls[ScrollMagicMapping].Know = true
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g.Items.Scrolls[ScrollMagicMapping].Know = true
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g.msg("oh, now this scroll has a map on it")
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g.msg("oh, now this scroll has a map on it")
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// take all the things we want to keep hidden out of the window
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// take all the things we want to keep hidden out of the window
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for y := 1; y < NumLines-1; y++ {
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for y := 1; y < NumLines-1; y++ {
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for x := range NumCols {
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for x := range NumCols {
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g.revealSpot(y, x)
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}
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}
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}
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// revealSpot uncovers one map cell for magic mapping: secret doors and
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// passages become real, hidden traps show, and the visible character is
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// drawn (the loop body of the C SCR_MAP case).
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func (g *RogueGame) revealSpot(y, x int) {
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pp := g.Level.At(y, x)
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pp := g.Level.At(y, x)
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ch := pp.Ch
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ch := pp.Ch
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pass := false
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pass := false
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@@ -190,7 +226,7 @@ func (g *RogueGame) readScroll() {
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if ch != ' ' {
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if ch != ' ' {
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if tp := pp.Monst; tp != nil {
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if tp := pp.Monst; tp != nil {
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tp.OldCh = ch
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tp.OldCh = ch
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if !p.On(SenseMonsters) {
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if !g.Player.On(SenseMonsters) {
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g.mvaddch(y, x, ch)
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g.mvaddch(y, x, ch)
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}
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}
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} else {
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} else {
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@@ -198,8 +234,8 @@ func (g *RogueGame) readScroll() {
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}
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}
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}
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}
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}
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}
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}
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case ScrollFoodDetection:
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func (g *RogueGame) readFoodDetection(*Object) {
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// Food detection
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// Food detection
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found := false
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found := false
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@@ -219,8 +255,11 @@ func (g *RogueGame) readScroll() {
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} else {
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} else {
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g.msg("your nose tingles")
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g.msg("your nose tingles")
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}
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}
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case ScrollTeleportation:
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}
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func (g *RogueGame) readTeleportation(*Object) {
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// Scroll of teleportation: make him disappear and reappear
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// Scroll of teleportation: make him disappear and reappear
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p := &g.Player
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curRoom := p.Room
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curRoom := p.Room
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g.teleport()
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g.teleport()
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@@ -228,7 +267,10 @@ func (g *RogueGame) readScroll() {
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if curRoom != p.Room {
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if curRoom != p.Room {
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g.Items.Scrolls[ScrollTeleportation].Know = true
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g.Items.Scrolls[ScrollTeleportation].Know = true
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}
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}
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case ScrollEnchantWeapon:
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}
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func (g *RogueGame) readEnchantWeapon(*Object) {
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p := &g.Player
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if p.CurWeapon == nil || p.CurWeapon.Kind != KindWeapon {
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if p.CurWeapon == nil || p.CurWeapon.Kind != KindWeapon {
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g.msg("you feel a strange sense of loss")
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g.msg("you feel a strange sense of loss")
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} else {
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} else {
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@@ -243,23 +285,34 @@ func (g *RogueGame) readScroll() {
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g.msg("your %s glows %s for a moment",
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g.msg("your %s glows %s for a moment",
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g.Items.Weapons[p.CurWeapon.Which].Name, g.pickColor("blue"))
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g.Items.Weapons[p.CurWeapon.Which].Name, g.pickColor("blue"))
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}
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}
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case ScrollScareMonster:
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}
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func (g *RogueGame) readScareMonster(*Object) {
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// Reading it is a mistake and produces laughter at her poor boo
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// Reading it is a mistake and produces laughter at her poor boo
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// boo.
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// boo.
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g.msg("you hear maniacal laughter in the distance")
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g.msg("you hear maniacal laughter in the distance")
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case ScrollRemoveCurse:
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}
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func (g *RogueGame) readRemoveCurse(*Object) {
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p := &g.Player
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uncurse(p.CurArmor)
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uncurse(p.CurArmor)
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uncurse(p.CurWeapon)
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uncurse(p.CurWeapon)
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uncurse(p.CurRing[Left])
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uncurse(p.CurRing[Left])
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uncurse(p.CurRing[Right])
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uncurse(p.CurRing[Right])
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g.msg("%s", g.chooseStr("you feel in touch with the Universal Onenes",
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g.msg("%s", g.chooseStr("you feel in touch with the Universal Onenes",
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"you feel as if somebody is watching over you"))
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"you feel as if somebody is watching over you"))
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case ScrollAggravateMonsters:
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}
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func (g *RogueGame) readAggravateMonsters(*Object) {
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// This scroll aggravates all the monsters on the current level
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// This scroll aggravates all the monsters on the current level
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// and sets them running towards the hero
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// and sets them running towards the hero
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g.aggravate()
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g.aggravate()
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g.msg("you hear a high pitched humming noise")
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g.msg("you hear a high pitched humming noise")
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case ScrollProtectArmor:
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}
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func (g *RogueGame) readProtectArmor(*Object) {
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p := &g.Player
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if p.CurArmor != nil {
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if p.CurArmor != nil {
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p.CurArmor.Flags.Set(Protected)
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p.CurArmor.Flags.Set(Protected)
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g.msg("your armor is covered by a shimmering %s shield",
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g.msg("your armor is covered by a shimmering %s shield",
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@@ -269,12 +322,6 @@ func (g *RogueGame) readScroll() {
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}
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}
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}
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}
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g.look(true) // put the result of the scroll on the screen
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g.status()
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g.callIt(&g.Items.Scrolls[obj.Which])
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}
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// uncurse uncurses an item (scrolls.c uncurse).
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// uncurse uncurses an item (scrolls.c uncurse).
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func uncurse(obj *Object) {
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func uncurse(obj *Object) {
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if obj != nil {
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if obj != nil {
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@@ -127,6 +127,11 @@ type gameData struct {
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// the cases of the potions.c quaff switch. The bool is trip — was
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// the cases of the potions.c quaff switch. The bool is trip — was
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// the hero hallucinating when the potion went down.
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// the hero hallucinating when the potion went down.
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quaffHandlers [NumPotionTypes]func(g *RogueGame, trip bool)
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quaffHandlers [NumPotionTypes]func(g *RogueGame, trip bool)
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// readHandlers dispatches each scroll kind to its effect method:
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// the cases of the scrolls.c read_scroll switch. The handler gets
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// the scroll being read (the identify family needs its subtype).
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readHandlers [NumScrollTypes]func(g *RogueGame, obj *Object)
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}
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}
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// ripWall is the repeated blank wall line of the tombstone art.
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// ripWall is the repeated blank wall line of the tombstone art.
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@@ -609,6 +614,27 @@ func newGameData() *gameData {
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PotionBlindness: (*RogueGame).quaffBlindness,
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PotionBlindness: (*RogueGame).quaffBlindness,
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PotionLevitation: (*RogueGame).quaffLevitation,
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PotionLevitation: (*RogueGame).quaffLevitation,
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},
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},
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readHandlers: [NumScrollTypes]func(*RogueGame, *Object){
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ScrollMonsterConfusion: (*RogueGame).readMonsterConfusion,
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ScrollMagicMapping: (*RogueGame).readMagicMapping,
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ScrollHoldMonster: (*RogueGame).readHoldMonster,
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ScrollSleep: (*RogueGame).readSleep,
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ScrollEnchantArmor: (*RogueGame).readEnchantArmor,
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ScrollIdentifyPotion: (*RogueGame).readIdentify,
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ScrollIdentifyScroll: (*RogueGame).readIdentify,
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ScrollIdentifyWeapon: (*RogueGame).readIdentify,
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ScrollIdentifyArmor: (*RogueGame).readIdentify,
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ScrollIdentifyRingOrStick: (*RogueGame).readIdentify,
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ScrollScareMonster: (*RogueGame).readScareMonster,
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ScrollFoodDetection: (*RogueGame).readFoodDetection,
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ScrollTeleportation: (*RogueGame).readTeleportation,
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ScrollEnchantWeapon: (*RogueGame).readEnchantWeapon,
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ScrollCreateMonster: (*RogueGame).readCreateMonster,
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ScrollRemoveCurse: (*RogueGame).readRemoveCurse,
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ScrollAggravateMonsters: (*RogueGame).readAggravateMonsters,
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ScrollProtectArmor: (*RogueGame).readProtectArmor,
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},
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}
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}
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}
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}
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