.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.
667 lines
13 KiB
Go
667 lines
13 KiB
Go
package game
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import "strconv"
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// fight.c — all the fighting gets done here.
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// hNames are the strings for hitting; the first four are used when the
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// player strikes, the second four for monsters (fight.c h_names).
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var hNames = [8]string{
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" scored an excellent hit on ",
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" hit ",
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" have injured ",
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" swing and hit ",
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" scored an excellent hit on ",
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" hit ",
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" has injured ",
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" swings and hits ",
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}
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// mNames are the strings for missing (fight.c m_names).
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var mNames = [8]string{
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" miss",
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" swing and miss",
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" barely miss",
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" don't hit",
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" misses",
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" swings and misses",
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" barely misses",
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" doesn't hit",
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}
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// strPlus adjusts hit probabilities due to strength (fight.c str_plus).
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var strPlus = [32]int{
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-7, -6, -5, -4, -3, -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1,
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1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3,
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}
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// addDam adjusts damage done due to strength (fight.c add_dam).
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var addDam = [32]int{
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-7, -6, -5, -4, -3, -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3,
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3, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6,
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}
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// setMname returns the monster name for the given monster (fight.c
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// set_mname).
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func (g *RogueGame) setMname(tp *Monster) string {
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if !g.seeMonst(tp) && !g.Player.On(SenseMonsters) {
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if g.Options.Terse {
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return "it"
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}
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return "something"
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}
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var mname string
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if g.Player.On(Hallucinating) {
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var idx int
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ch := g.mvinch(tp.Pos.Y, tp.Pos.X)
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if isUpper(ch) {
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idx = int(ch - 'A')
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} else {
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idx = g.rnd(26)
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}
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mname = g.Monsters[idx].Name
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} else {
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mname = g.Monsters[tp.Type-'A'].Name
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}
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return "the " + mname
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}
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// fight has the player attack the monster at mp (fight.c fight).
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func (g *RogueGame) fight(mp Coord, weap *Object, thrown bool) bool {
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p := &g.Player
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// Find the monster we want to fight
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tp := g.Level.MonsterAt(mp.Y, mp.X)
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if tp == nil {
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return false
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}
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// Since we are fighting, things are not quiet so no healing takes
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// place.
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g.Count = 0
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g.Quiet = 0
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g.runto(mp)
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// Let him know it was really a xeroc (if it was one).
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if tp.Type == 'X' && tp.Disguise != 'X' && !p.On(Blind) {
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tp.Disguise = 'X'
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if p.On(Hallucinating) {
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g.mvaddch(tp.Pos.Y, tp.Pos.X, g.randomMonsterLetter())
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}
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g.msg("%s", g.chooseStr("heavy! That's a nasty critter!",
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"wait! That's a xeroc!"))
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if !thrown {
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return false
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}
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}
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mname := g.setMname(tp)
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didHit := false
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g.HasHit = g.Options.Terse && !g.ToDeath
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if g.rollEm(&p.Creature, &tp.Creature, weap, thrown) {
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didHit = false
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if thrown {
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g.thunk(weap, mname, g.Options.Terse)
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} else {
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g.hit("", mname, g.Options.Terse)
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}
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if p.On(CanConfuse) {
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didHit = true
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tp.Flags.Set(Confused)
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p.Flags.Clear(CanConfuse)
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g.endmsg()
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g.HasHit = false
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g.msg("your hands stop glowing %s", g.pickColor("red"))
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}
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if tp.Stats.HP <= 0 {
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g.killed(tp, true)
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} else if didHit && !p.On(Blind) {
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g.msg("%s appears confused", mname)
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}
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didHit = true
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} else {
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if thrown {
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g.bounce(weap, mname, g.Options.Terse)
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} else {
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g.miss("", mname, g.Options.Terse)
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}
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}
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return didHit
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}
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// attack has the monster attack the player (fight.c attack). Returns -1 if
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// the monster removed itself from the level during its own attack.
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func (g *RogueGame) attack(mp *Monster) int {
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p := &g.Player
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// Since this is an attack, stop running and any healing that was
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// going on at the time.
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g.Running = false
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g.Count = 0
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g.Quiet = 0
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if g.ToDeath && !mp.On(Targeted) {
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g.ToDeath = false
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g.Kamikaze = false
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}
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if mp.Type == 'X' && mp.Disguise != 'X' && !p.On(Blind) {
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mp.Disguise = 'X'
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if p.On(Hallucinating) {
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g.mvaddch(mp.Pos.Y, mp.Pos.X, g.randomMonsterLetter())
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}
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}
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mname := g.setMname(mp)
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oldhp := p.Stats.HP
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removed := false
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if g.rollEm(&mp.Creature, &p.Creature, nil, false) {
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if mp.Type != 'I' {
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if g.HasHit {
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g.addmsgf(". ")
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}
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g.hit(mname, "", false)
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} else if g.HasHit {
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g.endmsg()
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}
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g.HasHit = false
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if p.Stats.HP <= 0 {
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g.death(mp.Type) // Bye bye life ...
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} else if !g.Kamikaze {
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oldhp -= p.Stats.HP
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if oldhp > g.MaxHit {
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g.MaxHit = oldhp
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}
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if p.Stats.HP <= g.MaxHit {
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g.ToDeath = false
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}
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}
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if !mp.On(Cancelled) {
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switch mp.Type {
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case 'A':
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// If an aquator hits, you can lose armor class.
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g.rustArmor(p.CurArmor)
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case 'I':
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// The ice monster freezes you
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p.Flags.Clear(Awake)
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if g.NoCommand == 0 {
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g.addmsgf("you are frozen")
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if !g.Options.Terse {
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g.addmsgf(" by the %s", mname)
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}
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g.endmsg()
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}
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g.NoCommand += g.rnd(2) + 2
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if g.NoCommand > BoreLevel {
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g.death('h')
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}
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case 'R':
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// Rattlesnakes have poisonous bites
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if !g.save(VsPoison) {
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if !p.IsWearing(RingSustainStrength) {
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g.chgStr(-1)
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if !g.Options.Terse {
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g.msg("you feel a bite in your leg and now feel weaker")
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} else {
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g.msg("a bite has weakened you")
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}
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} else if !g.ToDeath {
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if !g.Options.Terse {
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g.msg("a bite momentarily weakens you")
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} else {
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g.msg("bite has no effect")
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}
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}
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}
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case 'W', 'V':
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// Wraiths might drain energy levels, and Vampires can
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// steal max_hp
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chance := 30
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if mp.Type == 'W' {
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chance = 15
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}
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if g.rnd(100) < chance {
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var fewer int
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if mp.Type == 'W' {
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if p.Stats.Exp == 0 {
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g.death('W') // All levels gone
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}
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if p.Stats.Lvl--; p.Stats.Lvl == 0 {
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p.Stats.Exp = 0
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p.Stats.Lvl = 1
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} else {
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p.Stats.Exp = eLevels[p.Stats.Lvl-1] + 1
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}
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fewer = g.roll(1, 10)
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} else {
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fewer = g.roll(1, 3)
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}
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p.Stats.HP -= fewer
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p.Stats.MaxHP -= fewer
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if p.Stats.HP <= 0 {
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p.Stats.HP = 1
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}
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if p.Stats.MaxHP <= 0 {
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g.death(mp.Type)
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}
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g.msg("you suddenly feel weaker")
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}
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case 'F':
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// Venus Flytrap stops the poor guy from moving
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p.Flags.Set(Held)
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p.VfHit++
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g.Monsters['F'-'A'].Stats.Dmg = DiceSpec{{Count: p.VfHit, Sides: 1}}
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if p.Stats.HP--; p.Stats.HP <= 0 {
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g.death('F')
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}
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case 'L':
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// Leprechaun steals some gold
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lastpurse := p.Purse
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p.Purse -= g.goldCalc()
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if !g.save(VsMagic) {
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p.Purse -= g.goldCalc() + g.goldCalc() + g.goldCalc() + g.goldCalc()
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}
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if p.Purse < 0 {
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p.Purse = 0
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}
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g.removeMon(mp.Pos, mp, false)
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removed = true
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if p.Purse != lastpurse {
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g.msg("your purse feels lighter")
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}
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case 'N':
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// Nymphs steal a magic item; look through the pack and
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// pick out one we like.
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var steal *Object
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nobj := 0
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for _, obj := range p.Pack {
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if obj != p.CurArmor && obj != p.CurWeapon &&
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obj != p.CurRing[Left] && obj != p.CurRing[Right] &&
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obj.isMagic() {
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if nobj++; g.rnd(nobj) == 0 {
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steal = obj
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}
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}
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}
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if steal != nil {
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g.removeMon(mp.Pos, g.Level.MonsterAt(mp.Pos.Y, mp.Pos.X), false)
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removed = true
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g.leavePack(steal, false, false)
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g.msg("she stole %s!", g.invName(steal, true))
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}
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}
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}
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} else if mp.Type != 'I' {
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if g.HasHit {
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g.addmsgf(". ")
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g.HasHit = false
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}
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if mp.Type == 'F' {
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p.Stats.HP -= p.VfHit
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if p.Stats.HP <= 0 {
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g.death(mp.Type) // Bye bye life ...
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}
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}
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g.miss(mname, "", false)
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}
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if g.Options.FightFlush && !g.ToDeath {
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g.flushType()
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}
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g.Count = 0
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g.status()
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if removed {
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return -1
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}
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return 0
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}
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// swing returns true if the swing hits (fight.c swing).
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func (g *RogueGame) swing(atLvl, opArm, wplus int) bool {
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res := g.rnd(20)
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need := (20 - atLvl) - opArm
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return res+wplus >= need
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}
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// rollEm rolls several attacks (fight.c roll_em).
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func (g *RogueGame) rollEm(thatt, thdef *Creature, weap *Object, hurl bool) bool {
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p := &g.Player
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att := &thatt.Stats
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def := &thdef.Stats
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var (
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attacks DiceSpec
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hplus, dplus int
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)
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if weap == nil {
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attacks = att.Dmg
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} else {
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hplus = weap.HPlus
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dplus = weap.DPlus
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if weap == p.CurWeapon {
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if p.IsRing(Left, RingIncreaseDamage) {
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dplus += p.CurRing[Left].Bonus
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} else if p.IsRing(Left, RingDexterity) {
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hplus += p.CurRing[Left].Bonus
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}
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if p.IsRing(Right, RingIncreaseDamage) {
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dplus += p.CurRing[Right].Bonus
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} else if p.IsRing(Right, RingDexterity) {
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hplus += p.CurRing[Right].Bonus
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}
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}
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attacks = weap.Damage
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if hurl {
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if weap.Flags.Has(Missile) && p.CurWeapon != nil &&
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WeaponKind(p.CurWeapon.Which) == weap.Launch {
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attacks = weap.HurlDmg
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hplus += p.CurWeapon.HPlus
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dplus += p.CurWeapon.DPlus
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} else if weap.Launch < 0 {
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attacks = weap.HurlDmg
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}
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}
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}
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// If the creature being attacked is not running (asleep or held) then
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// the attacker gets a plus four bonus to hit.
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if !thdef.Flags.Has(Awake) {
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hplus += 4
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}
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defArm := def.ArmorClass
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if def == &p.Stats {
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if p.CurArmor != nil {
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defArm = p.CurArmor.ArmorClass
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}
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if p.IsRing(Left, RingProtection) {
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defArm -= p.CurRing[Left].Bonus
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}
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if p.IsRing(Right, RingProtection) {
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defArm -= p.CurRing[Right].Bonus
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}
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}
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didHit := false
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for _, atk := range attacks {
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if g.swing(att.Lvl, defArm, hplus+strPlus[att.Str]) {
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proll := g.roll(atk.Count, atk.Sides)
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damage := dplus + proll + addDam[att.Str]
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if damage > 0 {
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def.HP -= damage
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}
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didHit = true
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}
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}
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return didHit
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}
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// cAtoi parses a leading integer like C atoi: trailing non-digits are
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// ignored rather than an error.
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func cAtoi(s string) int {
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i := 0
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for i < len(s) && s[i] >= '0' && s[i] <= '9' {
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i++
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}
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n, _ := strconv.Atoi(s[:i])
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return n
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}
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// prname gives the print name of a combatant; "" is the player (fight.c
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// prname).
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func prname(mname string, upper bool) string {
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out := mname
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if out == "" {
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out = "you"
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}
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if upper {
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out = string(toUpper(out[0])) + out[1:]
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}
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return out
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}
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// thunk announces that a missile hit a monster (fight.c thunk).
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func (g *RogueGame) thunk(weap *Object, mname string, noend bool) {
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if g.ToDeath {
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return
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}
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if weap.Kind == KindWeapon {
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g.addmsgf("the %s hits ", g.Items.Weapons[weap.Which].Name)
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} else {
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g.addmsgf("you hit ")
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}
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g.addmsgf("%s", mname)
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if !noend {
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g.endmsg()
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}
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}
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// hit prints a message to indicate a successful hit (fight.c hit).
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func (g *RogueGame) hit(er, ee string, noend bool) {
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if g.ToDeath {
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return
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}
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g.addmsgf("%s", prname(er, true))
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var s string
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if g.Options.Terse {
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s = " hit"
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} else {
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i := g.rnd(4)
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if er != "" {
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i += 4
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}
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s = hNames[i]
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}
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g.addmsgf("%s", s)
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if !g.Options.Terse {
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g.addmsgf("%s", prname(ee, false))
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}
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if !noend {
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g.endmsg()
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}
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}
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// miss prints a message to indicate a poor swing (fight.c miss).
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func (g *RogueGame) miss(er, ee string, noend bool) {
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if g.ToDeath {
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return
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}
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g.addmsgf("%s", prname(er, true))
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i := 0
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if !g.Options.Terse {
|
|
i = g.rnd(4)
|
|
}
|
|
|
|
if er != "" {
|
|
i += 4
|
|
}
|
|
|
|
g.addmsgf("%s", mNames[i])
|
|
|
|
if !g.Options.Terse {
|
|
g.addmsgf(" %s", prname(ee, false))
|
|
}
|
|
|
|
if !noend {
|
|
g.endmsg()
|
|
}
|
|
}
|
|
|
|
// bounce announces that a missile missed a monster (fight.c bounce).
|
|
func (g *RogueGame) bounce(weap *Object, mname string, noend bool) {
|
|
if g.ToDeath {
|
|
return
|
|
}
|
|
|
|
if weap.Kind == KindWeapon {
|
|
g.addmsgf("the %s misses ", g.Items.Weapons[weap.Which].Name)
|
|
} else {
|
|
g.addmsgf("you missed ")
|
|
}
|
|
|
|
g.addmsgf("%s", mname)
|
|
|
|
if !noend {
|
|
g.endmsg()
|
|
}
|
|
}
|
|
|
|
// removeMon removes a monster from the screen (fight.c remove_mon).
|
|
func (g *RogueGame) removeMon(mp Coord, tp *Monster, waskill bool) {
|
|
pack := append([]*Object(nil), tp.Pack...)
|
|
for _, obj := range pack {
|
|
obj.Pos = tp.Pos
|
|
detachObj(&tp.Pack, obj)
|
|
|
|
if waskill {
|
|
g.fall(obj, false)
|
|
}
|
|
}
|
|
|
|
g.Level.SetMonsterAt(mp.Y, mp.X, nil)
|
|
g.mvaddch(mp.Y, mp.X, tp.OldCh)
|
|
detachMon(&g.Level.Monsters, tp)
|
|
|
|
if tp.On(Targeted) {
|
|
g.Kamikaze = false
|
|
|
|
g.ToDeath = false
|
|
if g.Options.FightFlush {
|
|
g.flushType()
|
|
}
|
|
}
|
|
}
|
|
|
|
// killed is called to put a monster to death (fight.c killed).
|
|
func (g *RogueGame) killed(tp *Monster, pr bool) {
|
|
p := &g.Player
|
|
p.Stats.Exp += tp.Stats.Exp
|
|
|
|
// If the monster was a venus flytrap, un-hold him
|
|
switch tp.Type {
|
|
case 'F':
|
|
p.Flags.Clear(Held)
|
|
p.VfHit = 0
|
|
g.Monsters['F'-'A'].Stats.Dmg = dice("000x0")
|
|
case 'L':
|
|
pos, ok := g.fallpos(tp.Pos)
|
|
if ok {
|
|
tp.Room.Gold = pos
|
|
}
|
|
|
|
if ok && g.Depth >= g.MaxDepth {
|
|
gold := newObject()
|
|
gold.Kind = KindGold
|
|
|
|
gold.GoldValue = g.goldCalc()
|
|
if g.save(VsMagic) {
|
|
gold.GoldValue += g.goldCalc() + g.goldCalc() + g.goldCalc() + g.goldCalc()
|
|
}
|
|
|
|
attachObj(&tp.Pack, gold)
|
|
}
|
|
}
|
|
// Get rid of the monster.
|
|
mname := g.setMname(tp)
|
|
g.removeMon(tp.Pos, tp, true)
|
|
|
|
if pr {
|
|
if g.HasHit {
|
|
g.addmsgf(". Defeated ")
|
|
g.HasHit = false
|
|
} else {
|
|
if !g.Options.Terse {
|
|
g.addmsgf("you have ")
|
|
}
|
|
|
|
g.addmsgf("defeated ")
|
|
}
|
|
|
|
g.msg("%s", mname)
|
|
}
|
|
// Do adjustments if he went up a level
|
|
g.checkLevel()
|
|
|
|
if g.Options.FightFlush {
|
|
g.flushType()
|
|
}
|
|
}
|
|
|
|
// flushType flushes typeahead for the fight_flush option (mach_dep.c
|
|
// flush_type / curses flushinp).
|
|
func (g *RogueGame) flushType() {
|
|
if f, ok := g.scr.term.(interface{ FlushInput() }); ok {
|
|
f.FlushInput()
|
|
}
|
|
}
|