Module sneak.berlin/go/rogue, package game: - types.go: all rogue.h constants, flag types, Coord/Stats/Room/ObjInfo - creature.go/object.go: the THING union split into Creature (Player/ Monster) and Object; slices replace the C linked lists - level.go: Place map with the C column-major layout and chat/flat/moat/ winat access methods - tables.go: extern.c + init.c data (bestiary, item tables, name pools) - rng.go: the exact C LCG (seed*11109+13849), golden-tested against a compiled C reference for seed compatibility - init.go: per-game item appearance randomization (init.c) - daemon.go/daemons.go: scheduler with DaemonID replacing function pointers (ids match the C save format's mapping) - game.go: RogueGame holds all former globals; NewGame constructor
139 lines
3.6 KiB
Go
139 lines
3.6 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
|
|
)
|
|
|
|
// 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)
|
|
}
|
|
}
|
|
}
|
|
}
|