Adopt house golangci-lint config; fix all approved-linter findings

.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.
This commit is contained in:
2026-07-07 00:03:45 +02:00
parent 3ed7931676
commit 5ba9fe8f66
49 changed files with 1965 additions and 410 deletions

View File

@@ -13,10 +13,12 @@ func (g *RogueGame) doRun(ch byte) {
// fighting, picking up, etc. (move.c do_move).
func (g *RogueGame) doMove(dy, dx int) {
p := &g.Player
g.Firstmove = false
if g.NoMove > 0 {
g.NoMove--
g.msg("you are still stuck in the bear trap")
return
}
// Do a confused move (maybe)
@@ -27,6 +29,7 @@ func (g *RogueGame) doMove(dy, dx int) {
g.After = false
g.Running = false
g.ToDeath = false
return
}
} else {
@@ -37,19 +40,27 @@ over:
// Check if he tried to move off the screen or make an illegal diagonal
// move, and stop him if he did.
hitBound := nh.X < 0 || nh.X >= NumCols || nh.Y <= 0 || nh.Y >= NumLines-1
var ch byte
var fl PlaceFlags
var (
ch byte
fl PlaceFlags
)
if !hitBound {
if !g.diagOk(p.Pos, nh) {
g.After = false
g.Running = false
return
}
if g.Running && p.Pos == nh {
g.After = false
g.Running = false
}
fl = *g.Level.FlagsAt(nh.Y, nh.X)
ch = g.Level.VisibleChar(nh.Y, nh.X)
if !fl.Has(FReal) && ch == Floor {
if !p.On(Levitating) {
@@ -59,20 +70,25 @@ over:
}
} else if p.On(Held) && ch != 'F' {
g.msg("you are being held")
return
}
}
if hitBound {
ch = ' ' // fall into the wall case below
}
switch ch {
case ' ', '|', '-':
if g.Options.PassGo && g.Running && p.Room.Flags.Has(Gone) &&
!p.On(Blind) {
var b1, b2 bool
switch g.RunCh {
case 'h', 'l':
b1 = p.Pos.Y != 1 && g.turnOk(p.Pos.Y-1, p.Pos.X)
b2 = p.Pos.Y != NumLines-2 && g.turnOk(p.Pos.Y+1, p.Pos.X)
if b1 != b2 {
if b1 {
@@ -82,13 +98,18 @@ over:
g.RunCh = 'j'
dy = 1
}
dx = 0
g.turnref()
nh = Coord{Y: p.Pos.Y + dy, X: p.Pos.X + dx}
goto over
}
case 'j', 'k':
b1 = p.Pos.X != 0 && g.turnOk(p.Pos.Y, p.Pos.X-1)
b2 = p.Pos.X != NumCols-1 && g.turnOk(p.Pos.Y, p.Pos.X+1)
if b1 != b2 {
if b1 {
@@ -98,13 +119,18 @@ over:
g.RunCh = 'l'
dx = 1
}
dy = 0
g.turnref()
nh = Coord{Y: p.Pos.Y + dy, X: p.Pos.X + dx}
goto over
}
}
}
g.Running = false
g.After = false
case Door:
@@ -112,12 +138,14 @@ over:
if g.Level.FlagsAt(p.Pos.Y, p.Pos.X).Has(FPassage) {
g.enterRoom(nh)
}
g.moveStuff(nh, fl)
case Trap:
tr := g.beTrapped(nh)
if tr == TrapDoor || tr == TrapTeleport {
return
}
g.moveStuff(nh, fl)
case Passage:
// when you're in a corridor, you don't know if you're in a maze
@@ -130,11 +158,13 @@ over:
if !fl.Has(FReal) {
g.beTrapped(p.Pos)
}
g.moveStuff(nh, fl)
default:
if ch == Stairs {
g.SeenStairs = true
}
g.Running = false
if isUpper(ch) || g.Level.MonsterAt(nh.Y, nh.X) != nil {
g.fight(nh, p.CurWeapon, false)
@@ -142,6 +172,7 @@ over:
if ch != Stairs {
g.Take = ch
}
g.moveStuff(nh, fl)
}
}
@@ -151,9 +182,11 @@ over:
func (g *RogueGame) moveStuff(nh Coord, fl PlaceFlags) {
p := &g.Player
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorAt())
if fl.Has(FPassage) && g.Level.Char(g.Oldpos.Y, g.Oldpos.X) == Door {
g.leaveRoom(nh)
}
p.Pos = nh
}
@@ -161,17 +194,20 @@ func (g *RogueGame) moveStuff(nh Coord, fl PlaceFlags) {
// (move.c turn_ok).
func (g *RogueGame) turnOk(y, x int) bool {
pp := g.Level.At(y, x)
return pp.Ch == Door || pp.Flags&(FReal|FPassage) == (FReal|FPassage)
}
// turnref decides whether to refresh at a passage turning (move.c turnref).
func (g *RogueGame) turnref() {
p := &g.Player
pp := g.Level.At(p.Pos.Y, p.Pos.X)
if !pp.Flags.Has(FSeen) {
if g.Options.Jump {
g.refresh()
}
pp.Flags.Set(FSeen)
}
}
@@ -182,6 +218,7 @@ func (g *RogueGame) doorOpen(rp *Room) {
if rp.Flags.Has(Gone) {
return
}
for y := rp.Pos.Y; y < rp.Pos.Y+rp.Max.Y; y++ {
for x := rp.Pos.X; x < rp.Pos.X+rp.Max.X; x++ {
if isUpper(g.Level.VisibleChar(y, x)) {
@@ -197,12 +234,14 @@ func (g *RogueGame) beTrapped(tc Coord) TrapKind {
if p.On(Levitating) {
return TrapRust // anything that's not a door or teleport
}
g.Running = false
g.Count = 0
pp := g.Level.At(tc.Y, tc.X)
pp.Ch = Trap
tr := TrapKind(pp.Flags & FTrapMask)
pp.Flags.Set(FSeen)
switch tr {
case TrapDoor:
g.Depth++
@@ -238,6 +277,7 @@ func (g *RogueGame) beTrapped(tc Coord) TrapKind {
}
case TrapSleep:
g.NoCommand += g.spread(5) // SLEEPTIME
p.Flags.Clear(Awake)
g.msg("a strange white mist envelops you and you fall asleep")
case TrapArrow:
@@ -271,16 +311,20 @@ func (g *RogueGame) beTrapped(tc Coord) TrapKind {
g.msg("a poisoned dart killed you")
g.death('d')
}
if !p.IsWearing(RingSustainStrength) && !g.save(VsPoison) {
g.chgStr(-1)
}
g.msg("a small dart just hit you in the shoulder")
}
case TrapRust:
g.msg("a gush of water hits you on the head")
g.rustArmor(p.CurArmor)
}
g.flushType()
return tr
}
@@ -296,25 +340,32 @@ func (g *RogueGame) rndmove(who *Creature) Coord {
if ret == who.Pos {
return ret
}
if !g.diagOk(who.Pos, ret) {
return who.Pos
}
ch := g.Level.VisibleChar(ret.Y, ret.X)
if !stepOk(ch) {
return who.Pos
}
if ch == Scroll {
var found *Object
for _, obj := range g.Level.Objects {
if ret.Y == obj.Pos.Y && ret.X == obj.Pos.X {
found = obj
break
}
}
if found != nil && found.ScrollKind() == ScrollScareMonster {
return who.Pos
}
}
return ret
}
@@ -332,6 +383,7 @@ func (g *RogueGame) rustArmor(arm *Object) {
}
} else {
arm.ArmorClass++
if !g.Options.Terse {
g.msg("your armor appears to be weaker now. Oh my!")
} else {