Decompose fireBolt (refactor step 7)

The fire_bolt loop splits into boltDirChar, boltBounces,
boltStrikesMonster, and boltStrikesHero; loop state (hitHero/changed/
used) stays in fireBolt. Effect order and RNG calls unchanged.
This commit is contained in:
2026-07-07 02:49:37 +02:00
parent 8e2915f60d
commit 1a25beead8

View File

@@ -326,21 +326,7 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
bolt.DPlus = 0
g.Items.Weapons[WeaponFlame].Name = name
var dirch byte
switch dir.Y + dir.X {
case 0:
dirch = '/'
case 1, -1:
if dir.Y == 0 {
dirch = '-'
} else {
dirch = '|'
}
case 2, -2:
dirch = '\\'
}
dirch := boltDirChar(*dir)
pos := start
hitHero := !fromHero
used := false
@@ -351,22 +337,9 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
pos.Y += dir.Y
pos.X += dir.X
spotpos = append(spotpos, pos)
ch := g.Level.VisibleChar(pos.Y, pos.X)
bounce := false
switch ch {
case Door:
// this code is necessary if the hero is on a door and he
// fires at the wall the door is in, it would otherwise loop
// infinitely
if p.Pos != pos {
bounce = true
}
case '|', '-', ' ':
bounce = true
}
if bounce {
if boltBounces(ch, p.Pos, pos) {
if !changed {
hitHero = !hitHero
}
@@ -384,57 +357,11 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
if tp := g.Level.MonsterAt(pos.Y, pos.X); !hitHero && tp != nil {
hitHero = true
changed = !changed
tp.OldCh = g.Level.Char(pos.Y, pos.X)
if !g.saveThrow(VsMagic, &tp.Stats) {
bolt.Pos = pos
used = true
if tp.Type == 'D' && name == "flame" {
g.addmsgf("the flame bounces")
if !g.Options.Terse {
g.addmsgf(" off the dragon")
}
g.endmsg()
} else {
g.hitMonster(pos, bolt)
}
} else if ch != 'M' || tp.Disguise == 'M' {
if fromHero {
g.runTo(pos)
}
if g.Options.Terse {
g.msg("%s misses", name)
} else {
g.msg("the %s whizzes past %s", name, g.setMname(tp))
}
}
used = g.boltStrikesMonster(tp, bolt, pos, ch, name, fromHero)
} else if hitHero && pos == p.Pos {
hitHero = false
changed = !changed
if !g.save(VsMagic) {
if p.Stats.HP -= g.roll(6, 6); p.Stats.HP <= 0 {
if fromHero {
g.death('b')
} else {
g.death(g.Level.MonsterAt(start.Y, start.X).Type)
}
}
used = true
if g.Options.Terse {
g.msg("the %s hits", name)
} else {
g.msg("you are hit by the %s", name)
}
} else {
g.msg("the %s whizzes by you", name)
}
used = g.boltStrikesHero(start, name, fromHero)
}
g.mvaddch(pos.Y, pos.X, dirch)
@@ -446,6 +373,104 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
}
}
// boltDirChar picks the character a traveling bolt is drawn with for its
// direction (the dirch switch of sticks.c fire_bolt).
func boltDirChar(dir Coord) byte {
switch dir.Y + dir.X {
case 0:
return '/'
case 1, -1:
if dir.Y == 0 {
return '-'
}
return '|'
case 2, -2:
return '\\'
}
return 0 // unreachable for the eight legal directions, as in C
}
// boltBounces reports whether a bolt bounces off this spot: walls, and
// any door except the one the hero stands on (which would otherwise loop
// infinitely, per the C comment in fire_bolt).
func boltBounces(ch byte, heroPos, pos Coord) bool {
switch ch {
case Door:
return heroPos != pos
case '|', '-', ' ':
return true
}
return false
}
// boltStrikesMonster resolves a bolt arriving on a monster's square (the
// monster arm of the fire_bolt loop). It reports whether the bolt was
// used up.
func (g *RogueGame) boltStrikesMonster(tp *Monster, bolt *Object, pos Coord, ch byte, name string, fromHero bool) bool {
tp.OldCh = g.Level.Char(pos.Y, pos.X)
if !g.saveThrow(VsMagic, &tp.Stats) {
bolt.Pos = pos
if tp.Type == 'D' && name == "flame" {
g.addmsgf("the flame bounces")
if !g.Options.Terse {
g.addmsgf(" off the dragon")
}
g.endmsg()
} else {
g.hitMonster(pos, bolt)
}
return true
}
if ch != 'M' || tp.Disguise == 'M' {
if fromHero {
g.runTo(pos)
}
if g.Options.Terse {
g.msg("%s misses", name)
} else {
g.msg("the %s whizzes past %s", name, g.setMname(tp))
}
}
return false
}
// boltStrikesHero resolves a bolt arriving on the hero (the hero arm of
// the fire_bolt loop). It reports whether the bolt was used up.
func (g *RogueGame) boltStrikesHero(start Coord, name string, fromHero bool) bool {
p := &g.Player
if g.save(VsMagic) {
g.msg("the %s whizzes by you", name)
return false
}
if p.Stats.HP -= g.roll(6, 6); p.Stats.HP <= 0 {
if fromHero {
g.death('b')
} else {
g.death(g.Level.MonsterAt(start.Y, start.X).Type)
}
}
if g.Options.Terse {
g.msg("the %s hits", name)
} else {
g.msg("you are hit by the %s", name)
}
return true
}
// fixStick sets up a new wand or staff (sticks.c fix_stick).
func (g *RogueGame) fixStick(cur *Object) {
if g.Items.WandType[cur.Which] == staffName {