Convert quaff to a per-potion handler table (refactor step 7)

The quaff switch becomes gameData.quaffHandlers, a method-expression
table indexed by PotionKind; each case body moved verbatim into a
quaff* method. Effect order and RNG call sequence unchanged.
This commit is contained in:
2026-07-07 02:44:33 +02:00
parent acef593288
commit cc025eb808
2 changed files with 199 additions and 139 deletions

View File

@@ -122,6 +122,11 @@ type gameData struct {
// scoreReasons is the rip.c reason[] scoreboard strings.
scoreReasons [4]string
// quaffHandlers dispatches each potion kind to its effect method:
// 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)
}
// ripWall is the repeated blank wall line of the tombstone art.
@@ -587,6 +592,23 @@ func newGameData() *gameData {
"A total winner",
"killed with Amulet",
},
quaffHandlers: [NumPotionTypes]func(*RogueGame, bool){
PotionConfusion: (*RogueGame).quaffConfusion,
PotionLSD: (*RogueGame).quaffLSD,
PotionPoison: (*RogueGame).quaffPoison,
PotionGainStrength: (*RogueGame).quaffGainStrength,
PotionSeeInvisible: (*RogueGame).quaffSeeInvisible,
PotionHealing: (*RogueGame).quaffHealing,
PotionDetectMonsters: (*RogueGame).quaffDetectMonsters,
PotionDetectMagic: (*RogueGame).quaffDetectMagic,
PotionRaiseLevel: (*RogueGame).quaffRaiseLevel,
PotionExtraHealing: (*RogueGame).quaffExtraHealing,
PotionHaste: (*RogueGame).quaffHaste,
PotionRestoreStrength: (*RogueGame).quaffRestoreStrength,
PotionBlindness: (*RogueGame).quaffBlindness,
PotionLevitation: (*RogueGame).quaffLevitation,
},
}
}