Files
rgoue/game/daemon.go
sneak cdf9bf73a9 go: port item effects — potions, scrolls, options, call_it
- potions.c completed: quaff with all 14 potion effects, the PACT
  standard-fuse table (do_pot), raise_level; the see-invisible fruit-
  juice message is computed at quaff time as in C
- scrolls.c in full: read_scroll with all 18 scroll effects including
  the magic-mapping map rewrite and identify dispatch, uncurse
- options.c in full: the interactive options screen, get_bool/get_str/
  get_inv_t/get_sf editors, ROGUEOPTS parsing (prefix matching, no-
  prefixed booleans, ~ expansion), strucpy
- misc.c call_it via the get_str line editor
- turn_see gets a DaemonID (C casts it to a fuse callback for the
  monster-detection potion)

Tests: healing/confusion potions with fuse burn-down, enchant armor,
hold monster, slow-monster zap, ROGUEOPTS parsing, and a regression
test documenting the C wake_monster ISGREED/ISHELD quirk the port
keeps faithfully.
2026-07-06 19:34:36 +02:00

140 lines
3.7 KiB
Go

package game
// daemon.c — the daemon/fuse scheduler.
//
// C identifies daemons and fuses by function pointer; the port uses DaemonID
// (which the C save format itself resorted to when serializing d_list), and
// dispatches through one switch in daemons.go.
// DaemonID names a daemon/fuse callback. The numeric values match the
// function-pointer-to-int mapping in state.c rs_write_daemons.
type DaemonID int
const (
DNone DaemonID = 0
DRollwand DaemonID = 1
DDoctor DaemonID = 2
DStomach DaemonID = 3
DRunners DaemonID = 4
DSwander DaemonID = 5
DNohaste DaemonID = 6
DUnconfuse DaemonID = 7
DUnsee DaemonID = 8
DSight DaemonID = 9
// Fuses beyond the C save map (state.c never saved these; the Go save
// format handles them uniformly).
DVisuals DaemonID = 10
DComeDown DaemonID = 11
DLand DaemonID = 12
DTurnSee DaemonID = 13 // potions.c casts turn_see to a fuse callback
)
// Scheduling phases and slot states (daemon.c).
const (
dEmpty = 0
Before = 1 // run before the player's command
After = 2 // run after the player's command
daemonTime = -1 // d_time sentinel: a recurring daemon, not a fuse
)
// delayedAction is rogue.h struct delayed_action.
type delayedAction struct {
Type int // dEmpty, Before or After
Func DaemonID
Arg int
Time int // daemonTime for daemons; remaining turns for fuses
}
// DaemonList is the C d_list[MAXDAEMONS] plus the file statics that ride
// along with the daemon system.
type DaemonList struct {
List [MaxDaemons]delayedAction
Between int // daemons.c rollwand static `between`
}
// dSlot finds an empty slot in the daemon/fuse list (daemon.c d_slot).
func (g *RogueGame) dSlot() *delayedAction {
for i := range g.Daemons.List {
if g.Daemons.List[i].Type == dEmpty {
return &g.Daemons.List[i]
}
}
panic("ran out of fuse slots") // C: debug message in MASTER, NULL deref otherwise
}
// findSlot finds a particular slot in the table (daemon.c find_slot).
func (g *RogueGame) findSlot(f DaemonID) *delayedAction {
for i := range g.Daemons.List {
d := &g.Daemons.List[i]
if d.Type != dEmpty && d.Func == f {
return d
}
}
return nil
}
// StartDaemon starts a recurring daemon (daemon.c start_daemon).
func (g *RogueGame) StartDaemon(f DaemonID, arg, typ int) {
dev := g.dSlot()
dev.Type = typ
dev.Func = f
dev.Arg = arg
dev.Time = daemonTime
}
// KillDaemon removes a daemon from the list (daemon.c kill_daemon).
func (g *RogueGame) KillDaemon(f DaemonID) {
if dev := g.findSlot(f); dev != nil {
dev.Type = dEmpty
}
}
// DoDaemons runs all the daemons that are active with the current flag
// (daemon.c do_daemons).
func (g *RogueGame) DoDaemons(flag int) {
for i := range g.Daemons.List {
dev := &g.Daemons.List[i]
if dev.Type == flag && dev.Time == daemonTime {
g.runDaemon(dev.Func, dev.Arg)
}
}
}
// Fuse starts a countdown fuse (daemon.c fuse).
func (g *RogueGame) Fuse(f DaemonID, arg, time, typ int) {
wire := g.dSlot()
wire.Type = typ
wire.Func = f
wire.Arg = arg
wire.Time = time
}
// Lengthen extends a fuse's countdown (daemon.c lengthen).
func (g *RogueGame) Lengthen(f DaemonID, xtime int) {
if wire := g.findSlot(f); wire != nil {
wire.Time += xtime
}
}
// Extinguish puts out a fuse (daemon.c extinguish).
func (g *RogueGame) Extinguish(f DaemonID) {
if wire := g.findSlot(f); wire != nil {
wire.Type = dEmpty
}
}
// DoFuses decrements all fuses in the given phase and fires any that burn
// down (daemon.c do_fuses).
func (g *RogueGame) DoFuses(flag int) {
for i := range g.Daemons.List {
wire := &g.Daemons.List[i]
if wire.Type == flag && wire.Time > 0 {
wire.Time--
if wire.Time == 0 {
wire.Type = dEmpty
g.runDaemon(wire.Func, wire.Arg)
}
}
}
}