Files
rgoue/game/rip.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

294 lines
6.8 KiB
Go

package game
import (
"fmt"
"time"
)
// rip.c — the fun ends: death or a total win.
//
// The C functions here call exit(); the port panics with a gameEnd sentinel
// that Run recovers, so the terminal is restored by normal unwinding.
// gameEnd is the sentinel carried by the panic that replaces my_exit().
type gameEnd struct{}
// myExit leaves the process properly (main.c my_exit): it unwinds to Run.
// Every C caller exited with status 0; abnormal exits panic for real.
func (g *RogueGame) myExit() {
g.Playing = false
panic(gameEnd{})
}
var ripArt = []string{
" __________",
" / \\",
" / REST \\",
" / IN \\",
" / PEACE \\",
" / \\",
" | |",
" | |",
" | killed by a |",
" | |",
" | 1980 |",
" *| * * * | *",
" ________)/\\\\_//(\\/(/\\)/\\//\\/|_)_______",
}
// death does something really fun when he dies (rip.c death).
func (g *RogueGame) death(monst byte) {
p := &g.Player
p.Purse -= p.Purse / 10
g.clear()
killer := g.killname(monst, false)
if !g.Options.Tombstone {
g.scr.Std.MvPrintwf(NumLines-2, 0, "Killed by ")
if monst != 's' && monst != 'h' {
g.printw("a%s ", vowelstr(killer))
}
g.printw("%s with %d gold", killer, p.Purse)
} else {
year := time.Now().Year()
for i, line := range ripArt {
g.scr.Std.MvAddStr(8+i, 0, line)
}
g.mvaddstr(17, center(killer), killer)
if monst == 's' || monst == 'h' {
g.mvaddch(16, 32, ' ')
} else {
g.mvaddstr(16, 33, vowelstr(killer))
}
g.mvaddstr(14, center(g.Whoami), g.Whoami)
au := fmt.Sprintf("%d Au", p.Purse)
g.mvaddstr(15, center(au), au)
g.mvaddstr(18, 26, fmt.Sprintf("%4d", year))
}
g.mvaddstr(NumLines-1, 0, "[Press return to continue]")
g.refresh()
flags := 0
if g.HasAmulet {
flags = 3
}
g.score(p.Purse, flags, monst)
g.waitFor('\n')
g.myExit()
}
// center returns the column to center the given string on the tombstone
// (rip.c center).
func center(str string) int {
return 28 - (len(str)+1)/2
}
// totalWinner is the code for a winner (rip.c total_winner).
func (g *RogueGame) totalWinner() {
p := &g.Player
g.clear()
g.standout()
banner := []string{
" ",
" @ @ @ @ @ @@@ @ @ ",
" @ @ @@ @@ @ @ @ @ ",
" @ @ @@@ @ @ @ @ @ @@@ @@@@ @@@ @ @@@ @ ",
" @@@@ @ @ @ @ @ @ @ @ @ @ @ @ @ @ ",
" @ @ @ @ @ @ @ @@@@ @ @ @@@@@ @ @ @ ",
" @ @ @ @ @ @@ @ @ @ @ @ @ @ @ @ @ ",
" @@@ @@@ @@ @ @ @ @@@@ @@@@ @@@ @@@ @@ @ ",
" ",
" Congratulations, you have made it to the light of day! ",
}
for i, line := range banner {
g.scr.Std.MvAddStr(i, 0, line)
}
g.standend()
g.scr.Std.MvAddStr(10, 0, "You have joined the elite ranks of those who have escaped the")
g.scr.Std.MvAddStr(11, 0, "Dungeons of Doom alive. You journey home and sell all your loot at")
g.scr.Std.MvAddStr(12, 0, "a great profit and are admitted to the Fighters' Guild.")
g.mvaddstr(NumLines-1, 0, "--Press space to continue--")
g.refresh()
g.waitFor(' ')
g.clear()
g.mvaddstr(0, 0, " Worth Item")
g.move(1, 0)
oldpurse := p.Purse
line := 1
for _, obj := range p.Pack {
worth := 0
it := &g.Items
switch obj.Kind {
case KindFood:
worth = 2 * obj.Count
case KindWeapon:
worth = it.Weapons[obj.Which].Worth
worth *= 3*(obj.HPlus+obj.DPlus) + obj.Count
obj.Flags.Set(Known)
case KindArmor:
worth = it.Armors[obj.Which].Worth
worth += (9 - obj.ArmorClass) * 100
worth += 10 * (aClass[obj.Which] - obj.ArmorClass)
obj.Flags.Set(Known)
case KindScroll:
op := &it.Scrolls[obj.Which]
worth = op.Worth * obj.Count
if !op.Know {
worth /= 2
}
op.Know = true
case KindPotion:
op := &it.Potions[obj.Which]
worth = op.Worth * obj.Count
if !op.Know {
worth /= 2
}
op.Know = true
case KindRing:
op := &it.Rings[obj.Which]
worth = op.Worth
if obj.RingKind() == RingAddStrength || obj.RingKind() == RingIncreaseDamage ||
obj.RingKind() == RingProtection || obj.RingKind() == RingDexterity {
if obj.Bonus > 0 {
worth += obj.Bonus * 100
} else {
worth = 10
}
}
if !obj.Flags.Has(Known) {
worth /= 2
}
obj.Flags.Set(Known)
op.Know = true
case KindWand:
op := &it.Sticks[obj.Which]
worth = op.Worth
worth += 20 * obj.Charges
if !obj.Flags.Has(Known) {
worth /= 2
}
obj.Flags.Set(Known)
op.Know = true
case KindAmulet:
worth = 1000
}
if worth < 0 {
worth = 0
}
g.scr.Std.MvPrintwf(line, 0, "%c) %5d %s", obj.PackCh, worth,
g.invName(obj, false))
line++
p.Purse += worth
}
g.scr.Std.MvPrintwf(line, 0, " %5d Gold Pieces ", oldpurse)
g.refresh()
g.score(p.Purse, 2, ' ')
g.myExit()
}
// killnameTable is the rip.c nlist[]: special death causes.
var killnameTable = []helpEntry{
{'a', "arrow", true},
{'b', "bolt", true},
{'d', "dart", true},
{'h', "hypothermia", false},
{'s', "starvation", false},
}
// killname converts a code to a monster name (rip.c killname).
func (g *RogueGame) killname(monst byte, doart bool) string {
var (
sp string
article bool
)
if isUpper(monst) {
sp = g.Monsters[monst-'A'].Name
article = true
} else {
sp = "Wally the Wonder Badger"
article = false
for _, hp := range killnameTable {
if hp.Ch == monst {
sp = hp.Desc
article = hp.Print
break
}
}
}
if doart && article {
return "a" + vowelstr(sp) + " " + sp
}
return sp
}
// DeathDemo implements the -d command line option (main.c): burn some
// random numbers to break patterns, then die a random death.
func (g *RogueGame) DeathDemo() {
defer func() {
if r := recover(); r != nil {
if _, ok := r.(gameEnd); ok {
return
}
panic(r)
}
}()
dnum := g.rnd(100)
for dnum--; dnum > 0; dnum-- {
g.rnd(100)
}
g.Player.Purse = g.rnd(100) + 1
g.Depth = g.rnd(100) + 1
g.death(g.deathMonst())
}
// deathMonst returns a monster appropriate for a random death (rip.c
// death_monst).
func (g *RogueGame) deathMonst() byte {
poss := []byte{
'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L',
'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X',
'Y', 'Z', 'a', 'b', 'h', 'd', 's',
' ', // generates the "Wally the Wonder Badger" message
}
return poss[g.rnd(len(poss))]
}