.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.
56 lines
1.3 KiB
Go
56 lines
1.3 KiB
Go
package game
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// Rng is the original Rogue linear congruential generator. The C RN macro is
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//
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// #define RN (((seed = seed*11109+13849) >> 16) & 0xffff)
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//
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// with `seed` a C int; Seed is int32 so the multiplication wraps exactly the
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// way 32-bit C arithmetic does. A given seed therefore produces the same
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// dungeon as the C game.
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type Rng struct {
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Seed int32
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}
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// Rnd picks a very random number in [0, rng) (main.c rnd).
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func (r *Rng) Rnd(rng int) int {
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if rng == 0 {
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return 0
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}
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v := r.next()
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if v < 0 {
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v = -v
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}
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return v % rng
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}
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// Roll rolls a number of dice (main.c roll).
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func (r *Rng) Roll(number, sides int) int {
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dtotal := 0
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for ; number > 0; number-- {
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dtotal += r.Rnd(sides) + 1
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}
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return dtotal
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}
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// next steps the generator and returns the next raw value (the RN macro).
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func (r *Rng) next() int {
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r.Seed = r.Seed*11109 + 13849
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return int(r.Seed>>16) & 0xffff
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}
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// rnd is the ported code's spelling of C rnd(): every call site in the C
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// sources reads rnd(x), and keeping that shape makes cross-checking easy.
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func (g *RogueGame) rnd(rng int) int { return g.Rng.Rnd(rng) }
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// roll is C roll().
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func (g *RogueGame) roll(number, sides int) int { return g.Rng.Roll(number, sides) }
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// spread gives a fuzzy number centered on nm (misc.c spread).
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func (g *RogueGame) spread(nm int) int {
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return nm - nm/20 + g.rnd(nm/10)
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}
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