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

@@ -21,6 +21,7 @@ const goldGrp = 1
// do_rooms).
func (g *RogueGame) doRooms() {
var bsze Coord // maximum room size
bsze.X = NumCols / 3
bsze.Y = NumLines / 3
// Clear things for a new level
@@ -32,7 +33,7 @@ func (g *RogueGame) doRooms() {
}
// Put the gone rooms, if any, on the level
leftOut := g.rnd(4)
for i := 0; i < leftOut; i++ {
for range leftOut {
g.Level.Rooms[g.rndRoom()].Flags.Set(Gone)
}
// dig and populate all the rooms on the level
@@ -40,6 +41,7 @@ func (g *RogueGame) doRooms() {
rp := &g.Level.Rooms[i]
// Find upper left corner of box that this room goes in
top := Coord{X: (i%3)*bsze.X + 1, Y: (i / 3) * bsze.Y}
if rp.Flags.Has(Gone) {
// Place a gone room. Make certain that there is a blank line
// for passage drawing.
@@ -47,16 +49,19 @@ func (g *RogueGame) doRooms() {
rp.Pos.X = top.X + g.rnd(bsze.X-2) + 1
rp.Pos.Y = top.Y + g.rnd(bsze.Y-2) + 1
rp.Max.X = -NumCols
rp.Max.Y = -NumLines
if rp.Pos.Y > 0 && rp.Pos.Y < NumLines-1 {
break
}
}
continue
}
// set room type
if g.rnd(10) < g.Depth-1 {
rp.Flags.Set(Dark) // dark room
if g.rnd(15) == 0 {
rp.Flags = Maze // maze room
}
@@ -64,10 +69,12 @@ func (g *RogueGame) doRooms() {
// Find a place and size for a random room
if rp.Flags.Has(Maze) {
rp.Max.X = bsze.X - 1
rp.Max.Y = bsze.Y - 1
if rp.Pos.X = top.X; rp.Pos.X == 1 {
rp.Pos.X = 0
}
if rp.Pos.Y = top.Y; rp.Pos.Y == 0 {
rp.Pos.Y++
rp.Max.Y--
@@ -77,12 +84,14 @@ func (g *RogueGame) doRooms() {
rp.Max.X = g.rnd(bsze.X-4) + 4
rp.Max.Y = g.rnd(bsze.Y-4) + 4
rp.Pos.X = top.X + g.rnd(bsze.X-rp.Max.X)
rp.Pos.Y = top.Y + g.rnd(bsze.Y-rp.Max.Y)
if rp.Pos.Y != 0 {
break
}
}
}
g.drawRoom(rp)
// Put the gold in
if g.rnd(2) == 0 && (!g.HasAmulet || g.Depth >= g.MaxDepth) {
@@ -92,6 +101,7 @@ func (g *RogueGame) doRooms() {
rp.Gold, _ = g.findFloorIn(rp, 0, false)
gold.Pos = rp.Gold
g.Level.SetChar(rp.Gold.Y, rp.Gold.X, Gold)
gold.Flags = Stackable
gold.Group = goldGrp
gold.Kind = KindGold
@@ -102,6 +112,7 @@ func (g *RogueGame) doRooms() {
if rp.GoldVal > 0 {
prob = 80
}
if g.rnd(100) < prob {
tp := &Monster{}
mp, _ := g.findFloorIn(rp, 0, true)
@@ -116,8 +127,10 @@ func (g *RogueGame) doRooms() {
func (g *RogueGame) drawRoom(rp *Room) {
if rp.Flags.Has(Maze) {
g.doMaze(rp)
return
}
g.vert(rp, rp.Pos.X) // Draw left side
g.vert(rp, rp.Pos.X+rp.Max.X-1) // Draw right side
g.horiz(rp, rp.Pos.Y) // Draw top
@@ -173,26 +186,34 @@ func (g *RogueGame) dig(y, x int) {
for {
cnt := 0
var nexty, nextx int
for _, cp := range del {
newy := y + cp.Y
newx := x + cp.X
if newy < 0 || newy > m.maxy || newx < 0 || newx > m.maxx {
continue
}
if g.Level.FlagsAt(newy+m.starty, newx+m.startx).Has(FPassage) {
continue
}
if cnt++; g.rnd(cnt) == 0 {
nexty = newy
nextx = newx
}
}
if cnt == 0 {
return
}
g.accntMaze(y, x, nexty, nextx)
g.accntMaze(nexty, nextx, y, x)
var pos Coord
if nexty == y {
pos.Y = y + m.starty
@@ -209,6 +230,7 @@ func (g *RogueGame) dig(y, x int) {
pos.Y = nexty + m.starty - 1
}
}
g.putpass(pos)
pos.Y = nexty + m.starty
pos.X = nextx + m.startx
@@ -220,7 +242,7 @@ func (g *RogueGame) dig(y, x int) {
// accntMaze accounts for maze exits (rooms.c accnt_maze).
func (g *RogueGame) accntMaze(y, x, ny, nx int) {
sp := &g.maze.maze[y][x]
for i := 0; i < sp.nexits; i++ {
for i := range sp.nexits {
if sp.exits[i].Y == ny && sp.exits[i].X == nx {
return
}
@@ -236,15 +258,18 @@ func (g *RogueGame) accntMaze(y, x, ny, nx int) {
// rndPos picks a random spot in a room (rooms.c rnd_pos).
func (g *RogueGame) rndPos(rp *Room) Coord {
var cp Coord
cp.X = rp.Pos.X + g.rnd(rp.Max.X-2) + 1
cp.Y = rp.Pos.Y + g.rnd(rp.Max.Y-2) + 1
return cp
}
// findFloor finds a valid floor spot, picking a new random room each time
// around the loop (rooms.c find_floor with rp == NULL).
func (g *RogueGame) findFloor(rp *Room, limit int, monst bool) (Coord, bool) {
return g.findFloorImpl(rp, limit, monst, rp == nil)
// around the loop; it retries forever (rooms.c find_floor with rp == NULL
// — every such C call site passed FALSE for the limit).
func (g *RogueGame) findFloor(monst bool) (Coord, bool) {
return g.findFloorImpl(nil, 0, monst, true)
}
// findFloorIn finds a valid floor spot in this room (rooms.c find_floor
@@ -261,6 +286,7 @@ func (g *RogueGame) findFloorImpl(rp *Room, limit int, monst, pickroom bool) (Co
compchar = Passage
}
}
cnt := limit
for {
if limit != 0 {
@@ -268,14 +294,18 @@ func (g *RogueGame) findFloorImpl(rp *Room, limit int, monst, pickroom bool) (Co
return Coord{}, false
}
}
if pickroom {
rp = &g.Level.Rooms[g.rndRoom()]
compchar = Floor
if rp.Flags.Has(Maze) {
compchar = Passage
}
}
cp := g.rndPos(rp)
pp := g.Level.At(cp.Y, cp.X)
if monst {
if pp.Monst == nil && stepOk(pp.Ch) {
@@ -294,11 +324,14 @@ func (g *RogueGame) enterRoom(cp Coord) {
rp := g.roomin(cp)
p.Room = rp
g.doorOpen(rp)
if !rp.Flags.Has(Dark) && !p.On(Blind) {
for y := rp.Pos.Y; y < rp.Max.Y+rp.Pos.Y; y++ {
g.move(y, rp.Pos.X)
for x := rp.Pos.X; x < rp.Max.X+rp.Pos.X; x++ {
tp := g.Level.MonsterAt(y, x)
ch := g.Level.Char(y, x)
if tp == nil {
if g.inch() != ch {
@@ -335,6 +368,7 @@ func (g *RogueGame) leaveRoom(cp Coord) {
}
var floor byte
switch {
case rp.Flags.Has(Gone):
floor = Passage
@@ -348,6 +382,7 @@ func (g *RogueGame) leaveRoom(cp Coord) {
for y := rp.Pos.Y; y < rp.Max.Y+rp.Pos.Y; y++ {
for x := rp.Pos.X; x < rp.Max.X+rp.Pos.X; x++ {
g.move(y, x)
switch ch := g.inch(); ch {
case Floor:
if floor == ' ' {
@@ -361,8 +396,10 @@ func (g *RogueGame) leaveRoom(cp Coord) {
g.standout()
g.addch(ch)
g.standend()
break
}
pp := g.Level.At(y, x)
if pp.Ch == Door {
g.addch(Door)
@@ -373,5 +410,6 @@ func (g *RogueGame) leaveRoom(cp Coord) {
}
}
}
g.doorOpen(rp)
}