go: port item effects — potions, scrolls, options, call_it
- potions.c completed: quaff with all 14 potion effects, the PACT standard-fuse table (do_pot), raise_level; the see-invisible fruit- juice message is computed at quaff time as in C - scrolls.c in full: read_scroll with all 18 scroll effects including the magic-mapping map rewrite and identify dispatch, uncurse - options.c in full: the interactive options screen, get_bool/get_str/ get_inv_t/get_sf editors, ROGUEOPTS parsing (prefix matching, no- prefixed booleans, ~ expansion), strucpy - misc.c call_it via the get_str line editor - turn_see gets a DaemonID (C casts it to a fuse callback for the monster-detection potion) Tests: healing/confusion potions with fuse burn-down, enchant armor, hold monster, slow-monster zap, ROGUEOPTS parsing, and a regression test documenting the C wake_monster ISGREED/ISHELD quirk the port keeps faithfully.
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@@ -30,6 +30,8 @@ func (g *RogueGame) runDaemon(id DaemonID, arg int) {
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g.comeDown(arg)
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case DLand:
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g.land(arg)
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case DTurnSee:
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g.turnSee(arg != 0)
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default:
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// Callbacks are added to this switch as their subsystems are
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// ported; reaching one that isn't here is a porting bug.
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