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.
This commit is contained in:
262
game/scrolls.go
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262
game/scrolls.go
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package game
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// scrolls.c — read a scroll and let it happen.
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// idType maps identify scrolls to the type they identify (scrolls.c
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// static id_type).
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var idType = [SIDRorS + 1]int{
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SIDPotion: int(Potion),
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SIDScroll: int(Scroll),
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SIDWeapon: int(Weapon),
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SIDArmor: int(Armor),
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SIDRorS: RorS,
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}
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// readScroll reads a scroll from the pack and does the appropriate thing
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// (scrolls.c read_scroll).
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func (g *RogueGame) readScroll() {
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p := &g.Player
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obj := g.getItem("read", int(Scroll))
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if obj == nil {
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return
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}
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if obj.Type != Scroll {
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if !g.Options.Terse {
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g.msg("there is nothing on it to read")
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} else {
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g.msg("nothing to read")
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}
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return
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}
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// Calculate the effect it has on the poor guy.
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if obj == p.CurWeapon {
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p.CurWeapon = nil
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}
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// Get rid of the thing
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g.leavePack(obj, false, false)
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switch obj.Which {
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case SConfuse:
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// Scroll of monster confusion. Give him that power.
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p.Flags.Set(CanHuh)
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g.msg("your hands begin to glow %s", g.pickColor("red"))
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case SArmor:
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if p.CurArmor != nil {
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p.CurArmor.Arm--
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p.CurArmor.Flags.Clear(IsCursed)
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g.msg("your armor glows %s for a moment", g.pickColor("silver"))
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}
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case SHold:
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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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held := 0
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for x := p.Pos.X - 2; x <= p.Pos.X+2; x++ {
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if x < 0 || x >= NumCols {
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continue
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}
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for y := p.Pos.Y - 2; y <= p.Pos.Y+2; y++ {
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if y < 0 || y > NumLines-1 {
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continue
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}
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if mp := g.Level.MonsterAt(y, x); mp != nil && mp.On(IsRun) {
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mp.Flags.Clear(IsRun)
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mp.Flags.Set(IsHeld)
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held++
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}
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}
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}
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if held > 0 {
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g.addmsg("the monster")
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if held > 1 {
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g.addmsg("s around you")
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}
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g.addmsg(" freeze")
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if held == 1 {
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g.addmsg("s")
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}
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g.endmsg()
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g.Items.Scrolls[SHold].Know = true
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} else {
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g.msg("you feel a strange sense of loss")
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}
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case SSleep:
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// Scroll which makes you fall asleep
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g.Items.Scrolls[SSleep].Know = true
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g.NoCommand += g.rnd(g.spread(5)) + 4 // SLEEPTIME
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p.Flags.Clear(IsRun)
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g.msg("you fall asleep")
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case SCreate:
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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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i := 0
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var mp Coord
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for y := p.Pos.Y - 1; y <= p.Pos.Y+1; y++ {
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for x := p.Pos.X - 1; x <= p.Pos.X+1; x++ {
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// Don't put a monster on top of the player.
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if y == p.Pos.Y && x == p.Pos.X {
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continue
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}
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// Or anything else nasty
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if ch := g.Level.VisibleChar(y, x); stepOk(ch) {
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if ch == Scroll {
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if fo := g.findObj(y, x); fo != nil && fo.Which == SScare {
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continue
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}
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}
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if i++; g.rnd(i) == 0 {
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mp = Coord{Y: y, X: x}
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}
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}
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}
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}
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if i == 0 {
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g.msg("you hear a faint cry of anguish in the distance")
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} else {
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tp := &Monster{}
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g.newMonster(tp, g.randMonster(false), mp)
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}
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case SIDPotion, SIDScroll, SIDWeapon, SIDArmor, SIDRorS:
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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.msg("this scroll is an %s scroll", g.Items.Scrolls[obj.Which].Name)
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g.whatis(true, idType[obj.Which])
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case SMap:
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// Scroll of magic mapping.
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g.Items.Scrolls[SMap].Know = true
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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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for y := 1; y < NumLines-1; y++ {
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for x := 0; x < NumCols; x++ {
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pp := g.Level.At(y, x)
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ch := pp.Ch
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pass := false
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switch ch {
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case Door, Stairs:
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case '-', '|':
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if !pp.Flags.Has(FReal) {
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ch = Door
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pp.Ch = Door
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pp.Flags.Set(FReal)
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}
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case ' ':
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if pp.Flags.Has(FReal) {
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// def: hidden things in walls stay hidden
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if pp.Flags.Has(FPass) {
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pass = true
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} else {
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ch = ' '
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}
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} else {
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pp.Flags.Set(FReal)
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pp.Ch = Passage
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pass = true
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}
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case Passage:
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pass = true
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case Floor:
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if pp.Flags.Has(FReal) {
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ch = ' '
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} else {
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ch = Trap
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pp.Ch = Trap
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pp.Flags.Set(FSeen | FReal)
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}
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default:
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if pp.Flags.Has(FPass) {
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pass = true
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} else {
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ch = ' '
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}
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}
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if pass {
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if !pp.Flags.Has(FReal) {
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pp.Ch = Passage
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}
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pp.Flags.Set(FSeen | FReal)
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ch = Passage
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}
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if ch != ' ' {
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if tp := pp.Monst; tp != nil {
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tp.OldCh = ch
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if !p.On(SeeMonst) {
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g.mvaddch(y, x, ch)
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}
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} else {
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g.mvaddch(y, x, ch)
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}
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}
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}
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}
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case SFDet:
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// Food detection
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found := false
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g.scr.Hw.Clear()
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for _, fo := range g.Level.Objects {
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if fo.Type == Food {
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found = true
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g.scr.Hw.MvAddCh(fo.Pos.Y, fo.Pos.X, Food)
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}
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}
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if found {
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g.Items.Scrolls[SFDet].Know = true
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g.showWin("Your nose tingles and you smell food.--More--")
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} else {
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g.msg("your nose tingles")
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}
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case STelep:
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// Scroll of teleportation: make him disappear and reappear
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curRoom := p.Room
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g.teleport()
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if curRoom != p.Room {
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g.Items.Scrolls[STelep].Know = true
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}
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case SEnch:
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if p.CurWeapon == nil || p.CurWeapon.Type != Weapon {
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g.msg("you feel a strange sense of loss")
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} else {
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p.CurWeapon.Flags.Clear(IsCursed)
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if g.rnd(2) == 0 {
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p.CurWeapon.HPlus++
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} else {
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p.CurWeapon.DPlus++
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}
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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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}
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case SScare:
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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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g.msg("you hear maniacal laughter in the distance")
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case SRemove:
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uncurse(p.CurArmor)
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uncurse(p.CurWeapon)
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uncurse(p.CurRing[Left])
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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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"you feel as if somebody is watching over you"))
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case SAggr:
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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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g.aggravate()
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g.msg("you hear a high pitched humming noise")
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case SProtect:
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if p.CurArmor != nil {
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p.CurArmor.Flags.Set(IsProt)
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g.msg("your armor is covered by a shimmering %s shield",
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g.pickColor("gold"))
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} else {
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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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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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func uncurse(obj *Object) {
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if obj != nil {
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obj.Flags.Clear(IsCursed)
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}
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}
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