.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.
492 lines
9.2 KiB
Go
492 lines
9.2 KiB
Go
package game
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// pack.c — routines to deal with the pack.
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// addPack picks up an object and adds it to the pack; if obj is non-nil use
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// it instead of getting it off the ground (pack.c add_pack).
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func (g *RogueGame) addPack(obj *Object, silent bool) {
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p := &g.Player
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fromFloor := false
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if obj == nil {
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if obj = g.findObj(p.Pos.Y, p.Pos.X); obj == nil {
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return
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}
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fromFloor = true
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}
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// Check for and deal with scare monster scrolls
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if obj.Kind == KindScroll && obj.ScrollKind() == ScrollScareMonster && obj.Flags.Has(WasFound) {
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detachObj(&g.Level.Objects, obj)
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g.mvaddch(p.Pos.Y, p.Pos.X, g.floorCh())
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if p.Room.Flags.Has(Gone) {
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g.Level.SetChar(p.Pos.Y, p.Pos.X, Passage)
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} else {
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g.Level.SetChar(p.Pos.Y, p.Pos.X, Floor)
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}
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g.msg("the scroll turns to dust as you pick it up")
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return
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}
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if len(p.Pack) == 0 {
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p.Pack = append(p.Pack, obj)
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obj.PackCh = g.packChar()
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p.Inpack++
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} else {
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// Walk the pack looking for the insertion point, keeping items of
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// one type together and merging stackable/grouped items — a direct
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// translation of the C linked-list walk. lp is the index to insert
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// after; -1 after a merge means no insertion.
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lp := -1
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merged := false
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for i := 0; i < len(p.Pack); i++ {
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if p.Pack[i].Kind != obj.Kind {
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lp = i
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continue
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}
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// found the group of our type: scan for matching subtype
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for p.Pack[i].Kind == obj.Kind && p.Pack[i].Which != obj.Which {
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lp = i
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if i+1 >= len(p.Pack) {
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break
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}
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i++
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}
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op := p.Pack[i]
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if op.Kind == obj.Kind && op.Which == obj.Which {
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switch {
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case op.Kind.MergesInPack():
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if !g.packRoom(fromFloor, obj) {
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return
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}
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op.Count++
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obj = op
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lp = -1
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merged = true
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case obj.Group != 0:
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lp = i
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for p.Pack[i].Kind == obj.Kind &&
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p.Pack[i].Which == obj.Which &&
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p.Pack[i].Group != obj.Group {
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lp = i
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if i+1 >= len(p.Pack) {
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break
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}
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i++
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}
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op = p.Pack[i]
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if op.Kind == obj.Kind && op.Which == obj.Which &&
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op.Group == obj.Group {
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op.Count += obj.Count
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p.Inpack--
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if !g.packRoom(fromFloor, obj) {
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return
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}
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obj = op
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lp = -1
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merged = true
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}
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default:
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lp = i
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}
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}
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break
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}
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if !merged && lp != -1 {
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if !g.packRoom(fromFloor, obj) {
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return
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}
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obj.PackCh = g.packChar()
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p.Pack = append(p.Pack[:lp+1],
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append([]*Object{obj}, p.Pack[lp+1:]...)...)
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}
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}
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obj.Flags.Set(WasFound)
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// If this was the object of something's desire, that monster will get
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// mad and run at the hero.
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for _, op := range g.Level.Monsters {
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if op.Dest == &obj.Pos {
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op.Dest = &p.Pos
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}
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}
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if obj.Kind == KindAmulet {
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g.HasAmulet = true
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}
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// Notify the user
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if !silent {
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if !g.Options.Terse {
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g.addmsgf("you now have ")
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}
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g.msg("%s (%c)", g.invName(obj, !g.Options.Terse), obj.PackCh)
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}
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}
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// packRoom sees if there's room in the pack; if not, prints an appropriate
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// message (pack.c pack_room).
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func (g *RogueGame) packRoom(fromFloor bool, obj *Object) bool {
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p := &g.Player
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if p.Inpack++; p.Inpack > MaxPack {
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if !g.Options.Terse {
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g.addmsgf("there's ")
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}
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g.addmsgf("no room")
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if !g.Options.Terse {
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g.addmsgf(" in your pack")
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}
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g.endmsg()
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if fromFloor {
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g.moveMsg(obj)
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}
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p.Inpack = MaxPack
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return false
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}
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if fromFloor {
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detachObj(&g.Level.Objects, obj)
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g.mvaddch(p.Pos.Y, p.Pos.X, g.floorCh())
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if p.Room.Flags.Has(Gone) {
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g.Level.SetChar(p.Pos.Y, p.Pos.X, Passage)
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} else {
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g.Level.SetChar(p.Pos.Y, p.Pos.X, Floor)
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}
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}
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return true
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}
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// leavePack takes an item out of the pack (pack.c leave_pack).
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func (g *RogueGame) leavePack(obj *Object, newobj, all bool) *Object {
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p := &g.Player
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p.Inpack--
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nobj := obj
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if obj.Count > 1 && !all {
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g.LastPick = obj
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obj.Count--
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if obj.Group != 0 {
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p.Inpack++
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}
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if newobj {
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copied := *obj
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nobj = &copied
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nobj.Count = 1
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}
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} else {
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g.LastPick = nil
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p.PackUsed[obj.PackCh-'a'] = false
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detachObj(&p.Pack, obj)
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}
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return nobj
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}
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// packChar returns the next unused pack character (pack.c pack_char).
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func (g *RogueGame) packChar() byte {
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p := &g.Player
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for i := range p.PackUsed {
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if !p.PackUsed[i] {
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p.PackUsed[i] = true
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return byte(i) + 'a'
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}
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}
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return byte(len(p.PackUsed)) + 'a' // C would walk off the array here
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}
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// inventory lists what is in the pack; returns true if there is something
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// of the given type (pack.c inventory).
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func (g *RogueGame) inventory(list []*Object, kind ObjectKind) bool {
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g.NObjs = 0
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for _, item := range list {
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if !matchesFilter(kind, item) {
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continue
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}
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g.NObjs++
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g.Msgs.MsgEsc = true
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line := string(item.PackCh) + ") " + g.invName(item, false)
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if g.addLine("%s", line) == Escape {
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g.Msgs.MsgEsc = false
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g.msg("")
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return true
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}
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g.Msgs.MsgEsc = false
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}
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if g.NObjs == 0 {
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if g.Options.Terse {
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if kind == KindNone {
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g.msg("empty handed")
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} else {
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g.msg("nothing appropriate")
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}
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} else {
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if kind == KindNone {
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g.msg("you are empty handed")
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} else {
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g.msg("you don't have anything appropriate")
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}
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}
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return false
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}
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g.endLine()
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return true
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}
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// pickUp adds something to the character's pack (pack.c pick_up).
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func (g *RogueGame) pickUp(ch byte) {
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p := &g.Player
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if p.On(Levitating) {
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return
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}
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obj := g.findObj(p.Pos.Y, p.Pos.X)
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if g.MoveOn {
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g.moveMsg(obj)
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return
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}
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switch ch {
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case Gold:
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if obj == nil {
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return
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}
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g.money(obj.GoldValue)
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detachObj(&g.Level.Objects, obj)
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p.Room.GoldVal = 0
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default:
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g.addPack(nil, false)
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}
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}
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// matchesFilter reports whether an item passes a get_item/inventory kind
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// filter (the C condition in pack.c inventory, untangled): KindNone takes
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// everything, KindCallable takes anything nameable (not food, not the
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// amulet), KindRingOrStick takes rings and wands.
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func matchesFilter(kind ObjectKind, item *Object) bool {
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switch kind {
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case KindNone:
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return true
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case KindCallable:
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return item.Kind != KindFood && item.Kind != KindAmulet
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case KindRingOrStick:
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return item.Kind == KindRing || item.Kind == KindWand
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default:
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return item.Kind == kind
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}
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}
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// moveMsg prints the message if you are just moving onto an object
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// (pack.c move_msg).
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func (g *RogueGame) moveMsg(obj *Object) {
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if !g.Options.Terse {
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g.addmsgf("you ")
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}
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g.msg("moved onto %s", g.invName(obj, true))
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}
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// pickyInven allows the player to inventory a single item (pack.c
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// picky_inven).
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func (g *RogueGame) pickyInven() {
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p := &g.Player
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if len(p.Pack) == 0 {
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g.msg("you aren't carrying anything")
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return
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}
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if len(p.Pack) == 1 {
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g.msg("a) %s", g.invName(p.Pack[0], false))
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return
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}
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g.msg("%s", g.chooseTerse("item: ", "which item do you wish to inventory: "))
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g.Msgs.Mpos = 0
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mch := g.readchar()
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if mch == Escape {
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g.msg("")
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return
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}
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for _, obj := range p.Pack {
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if mch == obj.PackCh {
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g.msg("%c) %s", mch, g.invName(obj, false))
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return
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}
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}
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g.msg("'%s' not in pack", unctrl(mch))
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}
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// getItem picks something out of a pack for a purpose (pack.c get_item).
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func (g *RogueGame) getItem(purpose string, kind ObjectKind) *Object {
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p := &g.Player
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if len(p.Pack) == 0 {
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g.msg("you aren't carrying anything")
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return nil
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}
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if g.Again {
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if g.LastPick != nil {
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return g.LastPick
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}
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g.msg("you ran out")
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return nil
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}
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for {
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if !g.Options.Terse {
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g.addmsgf("which object do you want to ")
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}
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g.addmsgf("%s", purpose)
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if g.Options.Terse {
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g.addmsgf(" what")
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}
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g.msg("? (* for list): ")
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ch := g.readchar()
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g.Msgs.Mpos = 0
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// Give the poor player a chance to abort the command
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if ch == Escape {
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g.resetLast()
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g.After = false
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g.msg("")
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return nil
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}
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g.NObjs = 1 // normal case: person types one char
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if ch == '*' {
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g.Msgs.Mpos = 0
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if !g.inventory(p.Pack, kind) {
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g.After = false
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return nil
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}
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continue
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}
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for _, obj := range p.Pack {
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if obj.PackCh == ch {
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return obj
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}
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}
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g.msg("'%s' is not a valid item", unctrl(ch))
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}
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}
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// money adds or subtracts gold from the pack (pack.c money).
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func (g *RogueGame) money(value int) {
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p := &g.Player
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p.Purse += value
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g.mvaddch(p.Pos.Y, p.Pos.X, g.floorCh())
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if p.Room.Flags.Has(Gone) {
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g.Level.SetChar(p.Pos.Y, p.Pos.X, Passage)
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} else {
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g.Level.SetChar(p.Pos.Y, p.Pos.X, Floor)
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}
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if value > 0 {
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if !g.Options.Terse {
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g.addmsgf("you found ")
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}
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g.msg("%d gold pieces", value)
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}
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}
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// floorCh returns the appropriate floor character for her room
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// (pack.c floor_ch).
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func (g *RogueGame) floorCh() byte {
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if g.Player.Room.Flags.Has(Gone) {
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return Passage
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}
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if g.showFloor() {
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return Floor
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}
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return ' '
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}
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// floorAt returns the character at the hero's position, taking see_floor
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// into account (pack.c floor_at).
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func (g *RogueGame) floorAt() byte {
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ch := g.Level.Char(g.Player.Pos.Y, g.Player.Pos.X)
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if ch == Floor {
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ch = g.floorCh()
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}
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return ch
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}
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// resetLast resets the last command when the current one is aborted
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// (pack.c reset_last).
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func (g *RogueGame) resetLast() {
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g.LastComm = g.LLastComm
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g.LastDir = g.LLastDir
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g.LastPick = g.LLastPick
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}
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// chooseTerse picks the terse or verbose variant of a message.
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func (g *RogueGame) chooseTerse(terse, verbose string) string {
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if g.Options.Terse {
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return terse
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}
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return verbose
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}
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