Convert doZap to a per-wand handler table (refactor step 7)

The do_zap switch becomes gameData.zapHandlers, indexed by WandKind;
the shared monster-ray preamble is zapRayMonster/zapVictim, teleport
away/to and the three bolt wands share handlers, and a false return
aborts the zap without spending a charge (drain life on a too-weak
hero, as in C). Effect order and RNG call sequence unchanged.
This commit is contained in:
2026-07-07 02:48:01 +02:00
parent 3047f729aa
commit 8e2915f60d
2 changed files with 257 additions and 172 deletions

View File

@@ -132,6 +132,11 @@ type gameData struct {
// 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)
// zapHandlers dispatches each wand kind to its effect method: the
// cases of the sticks.c do_zap switch. A false return aborts the
// zap without using a charge (drain life on a too-weak hero).
zapHandlers [NumWandTypes]func(g *RogueGame, obj *Object) bool
}
// ripWall is the repeated blank wall line of the tombstone art.
@@ -635,6 +640,22 @@ func newGameData() *gameData {
ScrollAggravateMonsters: (*RogueGame).readAggravateMonsters,
ScrollProtectArmor: (*RogueGame).readProtectArmor,
},
zapHandlers: [NumWandTypes]func(*RogueGame, *Object) bool{
WandLight: (*RogueGame).zapLight,
WandInvisibility: (*RogueGame).zapInvisibility,
WandLightning: (*RogueGame).zapBolt,
WandFire: (*RogueGame).zapBolt,
WandCold: (*RogueGame).zapBolt,
WandPolymorph: (*RogueGame).zapPolymorph,
WandMagicMissile: (*RogueGame).zapMagicMissile,
WandHasteMonster: (*RogueGame).zapSpeed,
WandSlowMonster: (*RogueGame).zapSpeed,
WandDrainLife: (*RogueGame).zapDrainLife,
WandTeleportAway: (*RogueGame).zapTeleport,
WandTeleportTo: (*RogueGame).zapTeleport,
WandCancellation: (*RogueGame).zapCancellation,
},
}
}