Files
rgoue/game/armor.go
sneak 5ba9fe8f66 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.
2026-07-07 00:03:45 +02:00

83 lines
1.3 KiB
Go

package game
// armor.c — misc functions for dealing with armor.
// wear lets the player put armor on (armor.c wear).
func (g *RogueGame) wear() {
p := &g.Player
obj := g.getItem("wear", KindArmor)
if obj == nil {
return
}
if p.CurArmor != nil {
g.addmsgf("you are already wearing some")
if !g.Options.Terse {
g.addmsgf(". You'll have to take it off first")
}
g.endmsg()
g.After = false
return
}
if obj.Kind != KindArmor {
g.msg("you can't wear that")
return
}
g.wasteTime()
obj.Flags.Set(Known)
sp := g.invName(obj, true)
p.CurArmor = obj
if !g.Options.Terse {
g.addmsgf("you are now ")
}
g.msg("wearing %s", sp)
}
// takeOff gets the armor off of the player's back (armor.c take_off).
func (g *RogueGame) takeOff() {
p := &g.Player
obj := p.CurArmor
if obj == nil {
g.After = false
if g.Options.Terse {
g.msg("not wearing armor")
} else {
g.msg("you aren't wearing any armor")
}
return
}
if !g.dropCheck(p.CurArmor) {
return
}
p.CurArmor = nil
if g.Options.Terse {
g.addmsgf("was")
} else {
g.addmsgf("you used to be")
}
g.msg(" wearing %c) %s", obj.PackCh, g.invName(obj, true))
}
// wasteTime does nothing but let other things happen (armor.c waste_time).
func (g *RogueGame) wasteTime() {
g.DoDaemons(Before)
g.DoFuses(Before)
g.DoDaemons(After)
g.DoFuses(After)
}