Files
rgoue/game/game.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

292 lines
8.5 KiB
Go

package game
// ItemLore is the per-game item identity state: the randomized appearance
// names and the seven mutable ObjInfo tables (extern.c/init.c).
type ItemLore struct {
PotColors [NumPotionTypes]string // p_colors: colors of the potions
ScrNames [NumScrollTypes]string // s_names: names of the scrolls
RingStones [NumRingTypes]string // r_stones: stone settings of the rings
WandMade [NumWandTypes]string // ws_made: what sticks are made of
WandType [NumWandTypes]string // ws_type: "wand" or "staff"
Things [NumThings]ObjInfo
Potions [NumPotionTypes]ObjInfo
Scrolls [NumScrollTypes]ObjInfo
Rings [NumRingTypes]ObjInfo
Sticks [NumWandTypes]ObjInfo
Weapons [NumWeaponTypes + 1]ObjInfo
Armors [NumArmorTypes]ObjInfo
Group int // group number for the next stack of missiles (weapons.c `group`)
}
// Options are the user-settable game options (options.c optlist).
type Options struct {
Terse bool // terse: shorter messages
FightFlush bool // flush: flush typeahead during battle
Jump bool // jump: show position only at end of run
SeeFloor bool // seefloor: show the lamp-illuminated floor
PassGo bool // passgo: follow turnings in passageways
Tombstone bool // tombstone: print tombstone when killed
InvType int // inven: inventory style (InvOver/InvSlow/InvClear)
}
// Config carries everything needed to construct a game.
type Config struct {
Seed int32 // dungeon number; the caller derives it (time+pid or SEED env)
Name string // player name (overridden by ROGUEOPTS name=)
RogueOpts string // the ROGUEOPTS environment string
Home string // home directory (save file default location)
ScorePath string // scoreboard file; empty disables scoring
Wizard bool // enable debug commands (implies NoScore)
Term Terminal // the display/input device; nil runs headless
}
// RogueGame is one complete game of Rogue: every piece of state that was a
// global (or file-scope static) in the C sources, plus the terminal it is
// played on. Construct with NewGame, then call Run.
//
// The struct grows with the port; fields appear in the phase that ports the
// code owning them.
type RogueGame struct {
// identity / RNG
Rng *Rng
Dnum int // dungeon number
Whoami string // name of player
Fruit string // favorite fruit
Home string // user's home directory
FileName string // save file name
Wizard bool // true if allows wizard commands
NoScore bool // was a wizard sometime
// the world
Player Player
Level Level
Depth int // C `level`: what level she is on
MaxDepth int // C `max_level`: deepest player has gone
HasAmulet bool // C `amulet`: he found the amulet
SeenStairs bool // have seen the stairs (for lsd)
// turn/command engine
Playing bool // true until he quits
After bool // true if we want after daemons
Again bool // repeating the last command
Count int // number of times to repeat command
NoCommand int // number of turns asleep
NoMove int // number of turns held in place
Quiet int // number of quiet turns
Running bool // true if player is running
RunCh byte // direction player is running
DoorStop bool // stop running when we pass a door
Firstmove bool // first move after setting door_stop
MoveOn bool // next move shouldn't pick up items
ToDeath bool // fighting is to the death!
Kamikaze bool // to_death really to DEATH
HasHit bool // has a "hit" message pending in msg
MaxHit int // max damage done to her in to_death
Take byte // thing she is taking
Delta Coord
DirCh byte
LastComm byte
LastDir byte
LLastComm byte
LLastDir byte
LastPick *Object
LLastPick *Object
lastDelt Coord // misc.c get_dir static last_delt
// command.c statics
countCh byte
direction byte
newCount bool
// dungeon generation working state
maze mazeState // rooms.c maze statics
pnum int // passages.c passnum statics
newpnum bool
chRet Coord // chase.c static ch_ret: where chasing takes you
// daemons/fuses
Daemons DaemonList
// screen / messages
scr *Screen
Msgs MsgLine
statusCache statusCache
invPage invPage // things.c discovery-list pagination statics
// UI state
StatMsg bool // should status() print as a msg()
InvDescribe bool // say which way items are being used
QComm bool // are we executing a 'Q' command?
InShell bool // true if executing a shell
Oldpos Coord // position before last look() call
Oldrp *Room
NObjs int // # items listed in inventory() call
// options and item identity
Options Options
Items ItemLore
// Monsters is the per-game copy of the bestiary: the C code mutates
// the venus flytrap's damage string during play, and the table is
// part of the save state.
Monsters [26]MonsterKind
// scores
LastScore int
AllScore bool
ScorePath string
rogueOpts string // the ROGUEOPTS string, re-parsed by playit as in C
restored bool // game came from a save file; Run skips setup
}
// NewGame builds a game from cfg, seeds the RNG, and randomizes the item
// appearance tables (the front half of main.c main(); the player roll-up
// and first level arrive with later porting phases).
func NewGame(cfg Config) *RogueGame {
g := &RogueGame{
Rng: &Rng{Seed: cfg.Seed},
Dnum: int(cfg.Seed),
Whoami: cfg.Name,
Fruit: "slime-mold",
Home: cfg.Home,
Wizard: cfg.Wizard,
NoScore: cfg.Wizard,
Playing: true,
Depth: 1,
ScorePath: cfg.ScorePath,
LastScore: -1,
}
g.Options = Options{
SeeFloor: true,
Tombstone: true,
InvType: InvOver,
}
g.InvDescribe = true
g.Msgs.SaveMsg = true
g.scr = NewScreen(cfg.Term)
g.FileName = cfg.Home + "/rogue.save"
g.rogueOpts = cfg.RogueOpts
if cfg.Wizard {
g.Player.Flags.Set(SenseMonsters)
}
if cfg.RogueOpts != "" {
g.ParseOpts(cfg.RogueOpts)
}
g.Monsters = monsterTable
g.Items.Group = 2 // weapons.c: int group = 2
for i := range g.Level.Passages {
g.Level.Passages[i].Flags = Gone | Dark
}
g.initProbs() // set up prob tables for objects
g.initPlayer() // set up initial player stats
g.initNames() // set up names of scrolls
g.initColors() // set up colors of potions
g.initStones() // set up stone settings of rings
g.initMaterials() // set up materials of wands
return g
}
// Run plays the game to its end: the back half of main.c main() plus
// playit(). It returns after death, victory, quitting, or saving.
func (g *RogueGame) Run() error {
// A gameEnd panic is the port's my_exit(): recovering it here makes
// Run return normally (zero values), restoring the terminal via the
// caller's defers.
defer func() {
if r := recover(); r != nil {
if _, ok := r.(gameEnd); ok {
return // normal game over / save exit
}
panic(r)
}
}()
if !g.restored {
g.NewLevel() // draw current level
// Start up daemons and fuses
g.StartDaemon(DRunners, 0, After)
g.StartDaemon(DDoctor, 0, After)
g.Fuse(DSwander, 0, wanderTime(g), After)
g.StartDaemon(DStomach, 0, After)
}
g.playit()
return nil
}
// playit is the main loop of the program (main.c playit).
func (g *RogueGame) playit() {
// set up defaults for modern terminals: curses' md_hasclreol() is
// always true, so the C default inventory style applies
if !g.restored {
g.Options.InvType = InvClear
}
// parse environment declaration of options (C parses ROGUEOPTS again
// here, letting it override the terminal defaults)
if g.rogueOpts != "" {
g.ParseOpts(g.rogueOpts)
}
g.Oldpos = g.Player.Pos
g.Oldrp = g.roomin(g.Player.Pos)
for g.Playing {
g.command() // command execution
}
g.endit()
}
// endit exits the game (main.c endit).
func (g *RogueGame) endit() {
g.fatal("Okay, bye bye!\n")
}
// fatal prints a message and leaves (main.c fatal).
func (g *RogueGame) fatal(s string) {
g.mvaddstr(NumLines-2, 0, s)
g.refresh()
g.myExit()
}
// quit has the player make certain, then exits (main.c quit). The final
// scoring display arrives with the endgame phase.
func (g *RogueGame) quit(int) {
// Reset the message position in case we got here via an interrupt
if !g.QComm {
g.Msgs.Mpos = 0
}
oy, ox := g.scr.Std.GetYX()
g.msg("really quit?")
if g.readchar() == 'y' {
g.clear()
g.scr.Std.MvPrintwf(NumLines-2, 0, "You quit with %d gold pieces", g.Player.Purse)
g.move(NumLines-1, 0)
g.refresh()
g.score(g.Player.Purse, 1, 0)
g.myExit()
return
}
g.move(0, 0)
g.clrtoeol()
g.status()
g.move(oy, ox)
g.refresh()
g.Msgs.Mpos = 0
g.Count = 0
g.ToDeath = false
}