Move all package-level vars into gameData; finish lint adoption

gochecknoglobals: all 37 package-level tables consolidated into the
gameData struct (game/tables.go), built by newGameData() and carried
on RogueGame as g.data (set in NewGame and Restore). ObjectKind
Glyph()/objectKindForGlyph are now switches; the table-reading subtype
Stringer methods are gone; isMagic is a RogueGame method.

goconst: repeated words named (potionName/scrollName/ringName/goldName
in object.go, wandName/staffName in sticks.go, ripWall in tables.go).

exhaustive, testpackage: disabled in .golangci.yml with sneak's
approval (2026-07-07).

Also reverts misspell's silent corruption of the "ther" scroll-name
syllable (it had become "there", changing generated scroll names vs C).

Remaining red: cyclop/gocognit/nestif until refactor step 7; mnd
awaits a ruling. TODO.md rotated; MEMORY.md lint notes updated.
This commit is contained in:
2026-07-07 02:10:58 +02:00
parent 50afbec8e3
commit a8feb6c05d
28 changed files with 796 additions and 711 deletions

View File

@@ -13,24 +13,6 @@ type pact struct {
straight string
}
// pActions is potions.c p_actions[]. The P_SEEINVIS message is dynamic
// (it names the fruit) and is computed in doPot.
var pActions = [NumPotionTypes]pact{
PotionConfusion: {Confused, DUnconfuse, HuhDuration,
"what a tripy feeling!",
"wait, what's going on here. Huh? What? Who?"},
PotionLSD: {Hallucinating, DComeDown, SeeDuration,
"Oh, wow! Everything seems so cosmic!",
"Oh, wow! Everything seems so cosmic!"},
PotionSeeInvisible: {CanSeeInvisible, DUnsee, SeeDuration, "", ""},
PotionBlindness: {Blind, DSight, SeeDuration,
"oh, bummer! Everything is dark! Help!",
"a cloak of darkness falls around you"},
PotionLevitation: {Levitating, DLand, HealTime,
"oh, wow! You're floating in the air!",
"you start to float in the air"},
}
// quaff drinks a potion from the pack (potions.c quaff).
func (g *RogueGame) quaff() {
p := &g.Player
@@ -100,7 +82,7 @@ func (g *RogueGame) quaff() {
g.scr.Hw.Clear()
for _, tp := range g.Level.Objects {
if tp.isMagic() {
if g.isMagic(tp) {
show = true
g.scr.Hw.MvAddCh(tp.Pos.Y, tp.Pos.X, Magic)
@@ -110,7 +92,7 @@ func (g *RogueGame) quaff() {
for _, mp := range g.Level.Monsters {
for _, tp := range mp.Pack {
if tp.isMagic() {
if g.isMagic(tp) {
show = true
g.scr.Hw.MvAddCh(mp.Pos.Y, mp.Pos.X, Magic)
@@ -208,14 +190,14 @@ func (g *RogueGame) quaff() {
// raiseLevel: the guy just magically went up a level (potions.c
// raise_level).
func (g *RogueGame) raiseLevel() {
g.Player.Stats.Exp = eLevels[g.Player.Stats.Lvl-1] + 1
g.Player.Stats.Exp = g.data.eLevels[g.Player.Stats.Lvl-1] + 1
g.checkLevel()
}
// doPot does a potion with standard setup: it uses a fuse and turns on a
// flag (potions.c do_pot).
func (g *RogueGame) doPot(kind PotionKind, knowit bool) {
pp := &pActions[kind]
pp := &g.data.pActions[kind]
if !g.Items.Potions[kind].Know {
g.Items.Potions[kind].Know = knowit
}
@@ -240,10 +222,10 @@ func (g *RogueGame) doPot(kind PotionKind, knowit bool) {
}
// isMagic reports whether an object radiates magic (potions.c is_magic).
func (o *Object) isMagic() bool {
func (g *RogueGame) isMagic(o *Object) bool {
switch o.Kind {
case KindArmor:
return o.Flags.Has(Protected) || o.ArmorClass != aClass[o.Which]
return o.Flags.Has(Protected) || o.ArmorClass != g.data.aClass[o.Which]
case KindWeapon:
return o.HPlus != 0 || o.DPlus != 0
case KindPotion, KindScroll, KindWand, KindRing, KindAmulet: