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:
2026-07-07 02:46:09 +02:00
parent cc025eb808
commit 3047f729aa
2 changed files with 312 additions and 239 deletions

View File

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

View File

@@ -127,6 +127,11 @@ type gameData struct {
// the cases of the potions.c quaff switch. The bool is trip — was
// the hero hallucinating when the potion went down.
quaffHandlers [NumPotionTypes]func(g *RogueGame, trip bool)
// readHandlers dispatches each scroll kind to its effect method:
// the cases of the scrolls.c read_scroll switch. The handler gets
// the scroll being read (the identify family needs its subtype).
readHandlers [NumScrollTypes]func(g *RogueGame, obj *Object)
}
// ripWall is the repeated blank wall line of the tombstone art.
@@ -609,6 +614,27 @@ func newGameData() *gameData {
PotionBlindness: (*RogueGame).quaffBlindness,
PotionLevitation: (*RogueGame).quaffLevitation,
},
readHandlers: [NumScrollTypes]func(*RogueGame, *Object){
ScrollMonsterConfusion: (*RogueGame).readMonsterConfusion,
ScrollMagicMapping: (*RogueGame).readMagicMapping,
ScrollHoldMonster: (*RogueGame).readHoldMonster,
ScrollSleep: (*RogueGame).readSleep,
ScrollEnchantArmor: (*RogueGame).readEnchantArmor,
ScrollIdentifyPotion: (*RogueGame).readIdentify,
ScrollIdentifyScroll: (*RogueGame).readIdentify,
ScrollIdentifyWeapon: (*RogueGame).readIdentify,
ScrollIdentifyArmor: (*RogueGame).readIdentify,
ScrollIdentifyRingOrStick: (*RogueGame).readIdentify,
ScrollScareMonster: (*RogueGame).readScareMonster,
ScrollFoodDetection: (*RogueGame).readFoodDetection,
ScrollTeleportation: (*RogueGame).readTeleportation,
ScrollEnchantWeapon: (*RogueGame).readEnchantWeapon,
ScrollCreateMonster: (*RogueGame).readCreateMonster,
ScrollRemoveCurse: (*RogueGame).readRemoveCurse,
ScrollAggravateMonsters: (*RogueGame).readAggravateMonsters,
ScrollProtectArmor: (*RogueGame).readProtectArmor,
},
}
}