# verbs.ludic - the only way the ring changes. The same kind from the same label replaces # itself; a bonus past the cap pushes out the oldest bonus; a full ring drops the nearest end. function ef_end(effects_st: mut EffectsState, i: int, why: int) -> void { let all = ef_all(effects_st) var e = q_rec(effects_ended(effects_st)) if e == null { @alloc_ok("past the ring: more of these in a frame than its records, then kept in it") e = new EffectEnded q_ring_add(effects_ended(effects_st), e) } e.kind = all[i].kind e.label = all[i].label e.why = why e.bonus = all[i].bonus q_push(effects_ended(effects_st), e) ef_drop(effects_st, i) } function ef_drop(effects_st: mut EffectsState, i: int) -> void { let all = ef_all(effects_st) let rest = new []Effect for k in 0 .. len(all) { if k != i { push(rest, all[k]) } } effects_st.ef_list = rest } # the one with the least time left (of the bonuses only, when asked); -1 when there is none function ef_nearest_end(effects_st: EffectsState, bonus_only: bool) -> int { let all = ef_all(effects_st) var at = -1 for i in 0 .. len(all) { if bonus_only and not all[i].bonus { continue } if at < 0 or all[i].left < all[at].left { at = i } } return at } function ef_make_room(effects_st: mut EffectsState, bonus: bool) -> void { if bonus { while effects_bonus_count(effects_st) >= effects_st.ef_bonus_max and ef_nearest_end(effects_st, true) >= 0 { ef_end(effects_st, ef_nearest_end(effects_st, true), EFFECT_PUSHED_OUT) } } if len(ef_all(effects_st)) >= effects_st.ef_max and ef_nearest_end(effects_st, false) >= 0 { ef_end(effects_st, ef_nearest_end(effects_st, false), EFFECT_CROWDED_OUT) } } # begin one `after` game minutes from now, lasting `minutes` once it has begun export function effects_add_after(effects_st: mut EffectsState, after: float, kind: int, mag: float, minutes: float, bonus: bool, label: string) -> void { let all = ef_all(effects_st) for i in 0 .. len(all) { if all[i].kind == kind and all[i].label == label { all[i].mag = mag all[i].left = minutes return } } ef_make_room(effects_st, bonus) let e = new Effect e.kind = kind e.mag = mag e.left = minutes e.delay = after e.bonus = bonus e.label = label push(ef_all(effects_st), e) } export function effects_add(effects_st: mut EffectsState, kind: int, mag: float, minutes: float, bonus: bool, label: string) -> void { effects_add_after(effects_st, 0.0, kind, mag, minutes, bonus, label) } # everything stops at once, and says nothing: a new trip or a night's sleep export function effects_clear(effects_st: mut EffectsState) -> void { effects_st.ef_list = new []Effect } # run them down by `minutes` of game time; a delayed one waits first export function effects_run(effects_st: mut EffectsState, minutes: float) -> void { var i = 0 while i < len(ef_all(effects_st)) { let e = ef_all(effects_st)[i] if e.delay > 0.0 { e.delay = e.delay - minutes i += 1 continue } e.left = e.left - minutes if e.left < 0.0 { ef_end(effects_st, i, EFFECT_RAN_OUT) } else { i += 1 } } }