.golangci.yml is the prompts-repo standard verbatim plus one approved
exception (paralleltest, sneak 2026-07-06). Roughly 1,500 findings
fixed:
- autofix sweep (wsl_v5/nlreturn/intrange/modernize formatting), with
the misspell autofix REVERTED where it rewrote authentic C game text
("missle vanishes" stays, with nolint and a comment)
- error handling: errcheck sites get real handling — saveFile now
closes explicitly and removes corrupt saves, scoreboard writes are
documented best-effort, err113 sentinel errors (ErrSaveOutOfDate,
ErrScreenTooSmall); panics allowed for unrecoverable states per
MEMORY.md policy
- gosec: real fixes (ParseInt for SEED, 0600 scorefile) and justified
per-line nolints for provably-bounded conversions (randomMonsterLetter
helper collapses eight rnd(26)+'A' sites)
- API tidying from linters: pointer receivers on flag types
(recvcheck), msg helpers renamed addmsgf/doaddf/Printwf/MvPrintwf
(goprintffuncname), myExit()/findFloor(monst)/mkGameInput(t) drop
always-constant params (unparam), gameEnd carries no status
- gocritic/staticcheck: if-else chains to switches, the pack.c
inventory filter untangled into matchesFilter, main.go split so
defers run before exit (exitAfterDefer, funlen)
- revive doc comments on all exported flag types/consts/methods
Remaining findings are confined to linters pending sneak's exception
decision (mnd, gochecknoglobals, cyclop, nestif, gocognit, exhaustive,
goconst, testpackage); TODO.md records the state. MEMORY.md added at
repo root as the project's agent working notes.
144 lines
3.8 KiB
Go
144 lines
3.8 KiB
Go
package game
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// daemon.c — the daemon/fuse scheduler.
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//
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// C identifies daemons and fuses by function pointer; the port uses DaemonID
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// (which the C save format itself resorted to when serializing d_list), and
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// dispatches through one switch in daemons.go.
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// DaemonID names a daemon/fuse callback. The numeric values match the
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// function-pointer-to-int mapping in state.c rs_write_daemons.
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type DaemonID int
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// Daemon and fuse callback identifiers. The first block's numeric values
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// match the function-pointer-to-int mapping in state.c rs_write_daemons;
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// the second block covers fuses state.c never saved (the Go save format
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// handles them all uniformly).
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const (
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DNone DaemonID = 0
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DRollwand DaemonID = 1
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DDoctor DaemonID = 2
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DStomach DaemonID = 3
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DRunners DaemonID = 4
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DSwander DaemonID = 5
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DNohaste DaemonID = 6
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DUnconfuse DaemonID = 7
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DUnsee DaemonID = 8
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DSight DaemonID = 9
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DVisuals DaemonID = 10
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DComeDown DaemonID = 11
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DLand DaemonID = 12
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DTurnSee DaemonID = 13 // potions.c casts turn_see to a fuse callback
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)
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// Scheduling phases and slot states (daemon.c).
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const (
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dEmpty = 0
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Before = 1 // run before the player's command
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After = 2 // run after the player's command
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daemonTime = -1 // d_time sentinel: a recurring daemon, not a fuse
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)
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// delayedAction is rogue.h struct delayed_action.
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type delayedAction struct {
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Type int // dEmpty, Before or After
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Func DaemonID
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Arg int
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Time int // daemonTime for daemons; remaining turns for fuses
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}
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// DaemonList is the C d_list[MAXDAEMONS] plus the file statics that ride
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// along with the daemon system.
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type DaemonList struct {
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List [MaxDaemons]delayedAction
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Between int // daemons.c rollwand static `between`
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}
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// dSlot finds an empty slot in the daemon/fuse list (daemon.c d_slot).
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func (g *RogueGame) dSlot() *delayedAction {
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for i := range g.Daemons.List {
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if g.Daemons.List[i].Type == dEmpty {
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return &g.Daemons.List[i]
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}
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}
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panic("ran out of fuse slots") // C: debug message in MASTER, NULL deref otherwise
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}
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// findSlot finds a particular slot in the table (daemon.c find_slot).
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func (g *RogueGame) findSlot(f DaemonID) *delayedAction {
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for i := range g.Daemons.List {
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d := &g.Daemons.List[i]
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if d.Type != dEmpty && d.Func == f {
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return d
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}
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}
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return nil
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}
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// StartDaemon starts a recurring daemon (daemon.c start_daemon).
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func (g *RogueGame) StartDaemon(f DaemonID, arg, typ int) {
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dev := g.dSlot()
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dev.Type = typ
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dev.Func = f
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dev.Arg = arg
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dev.Time = daemonTime
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}
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// KillDaemon removes a daemon from the list (daemon.c kill_daemon).
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func (g *RogueGame) KillDaemon(f DaemonID) {
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if dev := g.findSlot(f); dev != nil {
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dev.Type = dEmpty
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}
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}
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// DoDaemons runs all the daemons that are active with the current flag
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// (daemon.c do_daemons).
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func (g *RogueGame) DoDaemons(flag int) {
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for i := range g.Daemons.List {
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dev := &g.Daemons.List[i]
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if dev.Type == flag && dev.Time == daemonTime {
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g.runDaemon(dev.Func, dev.Arg)
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}
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}
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}
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// Fuse starts a countdown fuse (daemon.c fuse).
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func (g *RogueGame) Fuse(f DaemonID, arg, time, typ int) {
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wire := g.dSlot()
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wire.Type = typ
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wire.Func = f
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wire.Arg = arg
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wire.Time = time
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}
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// Lengthen extends a fuse's countdown (daemon.c lengthen).
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func (g *RogueGame) Lengthen(f DaemonID, xtime int) {
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if wire := g.findSlot(f); wire != nil {
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wire.Time += xtime
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}
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}
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// Extinguish puts out a fuse (daemon.c extinguish).
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func (g *RogueGame) Extinguish(f DaemonID) {
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if wire := g.findSlot(f); wire != nil {
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wire.Type = dEmpty
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}
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}
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// DoFuses decrements all fuses in the given phase and fires any that burn
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// down (daemon.c do_fuses).
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func (g *RogueGame) DoFuses(flag int) {
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for i := range g.Daemons.List {
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wire := &g.Daemons.List[i]
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if wire.Type == flag && wire.Time > 0 {
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wire.Time--
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if wire.Time == 0 {
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wire.Type = dEmpty
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g.runDaemon(wire.Func, wire.Arg)
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}
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}
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}
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}
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