.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.
328 lines
13 KiB
Go
328 lines
13 KiB
Go
package game
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// This file is the immutable data from extern.c and init.c: tables that are
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// never written after program start. Per-game mutable copies (the ObjInfo
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// tables, whose probabilities are re-summed and whose Know/Guess fields
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// change during play) are cloned into RogueGame.Items by NewGame.
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// initStats is the C INIT_STATS: the player's starting statistics.
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var initStats = Stats{Str: 16, Exp: 0, Lvl: 1, ArmorClass: 10, HP: 12, Dmg: dice("1x4"), MaxHP: 12}
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// aClass is extern.c a_class[]: armor class for each armor type.
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var aClass = [NumArmorTypes]int{
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8, // LEATHER
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7, // RING_MAIL
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7, // STUDDED_LEATHER
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6, // SCALE_MAIL
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5, // CHAIN_MAIL
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4, // SPLINT_MAIL
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4, // BANDED_MAIL
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3, // PLATE_MAIL
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}
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// eLevels is extern.c e_levels[]: experience thresholds per level; the
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// zero terminates the table as in C.
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var eLevels = []int{
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10, 20, 40, 80, 160, 320, 640, 1300, 2600, 5200, 13000, 26000,
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50000, 100000, 200000, 400000, 800000, 2000000, 4000000, 8000000, 0,
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}
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// trName is extern.c tr_name[]: names of the traps.
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var trName = [NumTrapTypes]string{
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"a trapdoor",
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"an arrow trap",
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"a sleeping gas trap",
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"a beartrap",
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"a teleport trap",
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"a poison dart trap",
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"a rust trap",
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"a mysterious trap",
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}
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// invTName is extern.c inv_t_name[]: the inventory style names.
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var invTName = []string{"Overwrite", "Slow", "Clear"}
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// monsterTable is extern.c monsters[26]: all monster kinds, indexed by
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// letter - 'A'. Monster strength (XX in C) is always 10; HP (___ in C) is
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// rolled from the level at creation time.
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var monsterTable = [26]MonsterKind{
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/* Name CARRY FLAGS str exp lvl arm hp dmg */
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{"aquator", 0, Mean, Stats{10, 20, 5, 2, 1, dice("0x0/0x0"), 0}},
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{"bat", 0, Flying, Stats{10, 1, 1, 3, 1, dice("1x2"), 0}},
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{"centaur", 15, 0, Stats{10, 17, 4, 4, 1, dice("1x2/1x5/1x5"), 0}},
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{"dragon", 100, Mean, Stats{10, 5000, 10, -1, 1, dice("1x8/1x8/3x10"), 0}},
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{"emu", 0, Mean, Stats{10, 2, 1, 7, 1, dice("1x2"), 0}},
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{"venus flytrap", 0, Mean, Stats{10, 80, 8, 3, 1, dice("%%%x0"), 0}},
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{"griffin", 20, Mean | Flying | Regenerates, Stats{10, 2000, 13, 2, 1, dice("4x3/3x5"), 0}},
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{"hobgoblin", 0, Mean, Stats{10, 3, 1, 5, 1, dice("1x8"), 0}},
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{"ice monster", 0, 0, Stats{10, 5, 1, 9, 1, dice("0x0"), 0}},
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{"jabberwock", 70, 0, Stats{10, 3000, 15, 6, 1, dice("2x12/2x4"), 0}},
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{"kestrel", 0, Mean | Flying, Stats{10, 1, 1, 7, 1, dice("1x4"), 0}},
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{"leprechaun", 0, 0, Stats{10, 10, 3, 8, 1, dice("1x1"), 0}},
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{"medusa", 40, Mean, Stats{10, 200, 8, 2, 1, dice("3x4/3x4/2x5"), 0}},
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{"nymph", 100, 0, Stats{10, 37, 3, 9, 1, dice("0x0"), 0}},
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{"orc", 15, Greedy, Stats{10, 5, 1, 6, 1, dice("1x8"), 0}},
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{"phantom", 0, Invisible, Stats{10, 120, 8, 3, 1, dice("4x4"), 0}},
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{"quagga", 0, Mean, Stats{10, 15, 3, 3, 1, dice("1x5/1x5"), 0}},
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{"rattlesnake", 0, Mean, Stats{10, 9, 2, 3, 1, dice("1x6"), 0}},
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{"snake", 0, Mean, Stats{10, 2, 1, 5, 1, dice("1x3"), 0}},
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{"troll", 50, Regenerates | Mean, Stats{10, 120, 6, 4, 1, dice("1x8/1x8/2x6"), 0}},
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{"black unicorn", 0, Mean, Stats{10, 190, 7, -2, 1, dice("1x9/1x9/2x9"), 0}},
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{"vampire", 20, Regenerates | Mean, Stats{10, 350, 8, 1, 1, dice("1x10"), 0}},
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{"wraith", 0, 0, Stats{10, 55, 5, 4, 1, dice("1x6"), 0}},
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{"xeroc", 30, 0, Stats{10, 100, 7, 7, 1, dice("4x4"), 0}},
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{"yeti", 30, 0, Stats{10, 50, 4, 6, 1, dice("1x6/1x6"), 0}},
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{"zombie", 0, Mean, Stats{10, 6, 2, 8, 1, dice("1x8"), 0}},
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}
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// Base ObjInfo tables (extern.c). These are templates: NewGame copies them
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// into ItemLore before initProbs converts Prob to cumulative form.
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var baseThings = [NumThings]ObjInfo{
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{Prob: 26}, // potion
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{Prob: 36}, // scroll
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{Prob: 16}, // food
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{Prob: 7}, // weapon
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{Prob: 7}, // armor
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{Prob: 4}, // ring
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{Prob: 4}, // stick
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}
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var baseArmInfo = [NumArmorTypes]ObjInfo{
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{Name: "leather armor", Prob: 20, Worth: 20},
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{Name: "ring mail", Prob: 15, Worth: 25},
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{Name: "studded leather armor", Prob: 15, Worth: 20},
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{Name: "scale mail", Prob: 13, Worth: 30},
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{Name: "chain mail", Prob: 12, Worth: 75},
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{Name: "splint mail", Prob: 10, Worth: 80},
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{Name: "banded mail", Prob: 10, Worth: 90},
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{Name: "plate mail", Prob: 5, Worth: 150},
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}
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var basePotInfo = [NumPotionTypes]ObjInfo{
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{Name: "confusion", Prob: 7, Worth: 5},
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{Name: "hallucination", Prob: 8, Worth: 5},
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{Name: "poison", Prob: 8, Worth: 5},
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{Name: "gain strength", Prob: 13, Worth: 150},
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{Name: "see invisible", Prob: 3, Worth: 100},
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{Name: "healing", Prob: 13, Worth: 130},
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{Name: "monster detection", Prob: 6, Worth: 130},
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{Name: "magic detection", Prob: 6, Worth: 105},
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{Name: "raise level", Prob: 2, Worth: 250},
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{Name: "extra healing", Prob: 5, Worth: 200},
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{Name: "haste self", Prob: 5, Worth: 190},
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{Name: "restore strength", Prob: 13, Worth: 130},
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{Name: "blindness", Prob: 5, Worth: 5},
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{Name: "levitation", Prob: 6, Worth: 75},
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}
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var baseRingInfo = [NumRingTypes]ObjInfo{
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{Name: "protection", Prob: 9, Worth: 400},
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{Name: "add strength", Prob: 9, Worth: 400},
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{Name: "sustain strength", Prob: 5, Worth: 280},
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{Name: "searching", Prob: 10, Worth: 420},
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{Name: "see invisible", Prob: 10, Worth: 310},
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{Name: "adornment", Prob: 1, Worth: 10},
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{Name: "aggravate monster", Prob: 10, Worth: 10},
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{Name: "dexterity", Prob: 8, Worth: 440},
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{Name: "increase damage", Prob: 8, Worth: 400},
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{Name: "regeneration", Prob: 4, Worth: 460},
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{Name: "slow digestion", Prob: 9, Worth: 240},
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{Name: "teleportation", Prob: 5, Worth: 30},
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{Name: "stealth", Prob: 7, Worth: 470},
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{Name: "maintain armor", Prob: 5, Worth: 380},
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}
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var baseScrInfo = [NumScrollTypes]ObjInfo{
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{Name: "monster confusion", Prob: 7, Worth: 140},
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{Name: "magic mapping", Prob: 4, Worth: 150},
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{Name: "hold monster", Prob: 2, Worth: 180},
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{Name: "sleep", Prob: 3, Worth: 5},
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{Name: "enchant armor", Prob: 7, Worth: 160},
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{Name: "identify potion", Prob: 10, Worth: 80},
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{Name: "identify scroll", Prob: 10, Worth: 80},
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{Name: "identify weapon", Prob: 6, Worth: 80},
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{Name: "identify armor", Prob: 7, Worth: 100},
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{Name: "identify ring, wand or staff", Prob: 10, Worth: 115},
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{Name: "scare monster", Prob: 3, Worth: 200},
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{Name: "food detection", Prob: 2, Worth: 60},
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{Name: "teleportation", Prob: 5, Worth: 165},
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{Name: "enchant weapon", Prob: 8, Worth: 150},
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{Name: "create monster", Prob: 4, Worth: 75},
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{Name: "remove curse", Prob: 7, Worth: 105},
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{Name: "aggravate monsters", Prob: 3, Worth: 20},
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{Name: "protect armor", Prob: 2, Worth: 250},
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}
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var baseWeapInfo = [NumWeaponTypes + 1]ObjInfo{
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{Name: "mace", Prob: 11, Worth: 8},
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{Name: "long sword", Prob: 11, Worth: 15},
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{Name: "short bow", Prob: 12, Worth: 15},
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{Name: "arrow", Prob: 12, Worth: 1},
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{Name: "dagger", Prob: 8, Worth: 3},
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{Name: "two handed sword", Prob: 10, Worth: 75},
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{Name: "dart", Prob: 12, Worth: 2},
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{Name: "shuriken", Prob: 12, Worth: 5},
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{Name: "spear", Prob: 12, Worth: 5},
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{}, // DO NOT REMOVE: fake entry for dragon's breath
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}
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var baseWsInfo = [NumWandTypes]ObjInfo{
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{Name: "light", Prob: 12, Worth: 250},
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{Name: "invisibility", Prob: 6, Worth: 5},
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{Name: "lightning", Prob: 3, Worth: 330},
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{Name: "fire", Prob: 3, Worth: 330},
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{Name: "cold", Prob: 3, Worth: 330},
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{Name: "polymorph", Prob: 15, Worth: 310},
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{Name: "magic missile", Prob: 10, Worth: 170},
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{Name: "haste monster", Prob: 10, Worth: 5},
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{Name: "slow monster", Prob: 11, Worth: 350},
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{Name: "drain life", Prob: 9, Worth: 300},
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{Name: "nothing", Prob: 1, Worth: 5},
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{Name: "teleport away", Prob: 6, Worth: 340},
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{Name: "teleport to", Prob: 6, Worth: 50},
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{Name: "cancellation", Prob: 5, Worth: 280},
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}
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// rainbow is init.c rainbow[]: the possible potion colors.
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var rainbow = []string{
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"amber", "aquamarine", "black", "blue", "brown", "clear", "crimson",
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"cyan", "ecru", "gold", "green", "grey", "magenta", "orange", "pink",
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"plaid", "purple", "red", "silver", "tan", "tangerine", "topaz",
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"turquoise", "vermilion", "violet", "white", "yellow",
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}
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// sylls is init.c sylls[]: syllables for generated scroll names.
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var sylls = []string{
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"a", "ab", "ag", "aks", "ala", "an", "app", "arg", "arze", "ash",
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"bek", "bie", "bit", "bjor", "blu", "bot", "bu", "byt", "comp",
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"con", "cos", "cre", "dalf", "dan", "den", "do", "e", "eep", "el",
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"eng", "er", "ere", "erk", "esh", "evs", "fa", "fid", "fri", "fu",
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"gan", "gar", "glen", "gop", "gre", "ha", "hyd", "i", "ing", "ip",
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"ish", "it", "ite", "iv", "jo", "kho", "kli", "klis", "la", "lech",
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"mar", "me", "mi", "mic", "mik", "mon", "mung", "mur", "nej",
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"nelg", "nep", "ner", "nes", "nes", "nih", "nin", "o", "od", "ood",
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"org", "orn", "ox", "oxy", "pay", "ple", "plu", "po", "pot",
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"prok", "re", "rea", "rhov", "ri", "ro", "rog", "rok", "rol", "sa",
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"san", "sat", "sef", "seh", "shu", "ski", "sna", "sne", "snik",
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"sno", "so", "sol", "sri", "sta", "sun", "ta", "tab", "tem",
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"there", "ti", "tox", "trol", "tue", "turs", "u", "ulk", "um", "un",
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"uni", "ur", "val", "viv", "vly", "vom", "wah", "wed", "werg",
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"wex", "whon", "wun", "xo", "y", "yot", "yu", "zant", "zeb", "zim",
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"zok", "zon", "zum",
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}
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// stoneTable is init.c stones[]: ring stones and their worth.
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var stoneTable = []Stone{
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{"agate", 25}, {"alexandrite", 40}, {"amethyst", 50},
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{"carnelian", 40}, {"diamond", 300}, {"emerald", 300},
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{"germanium", 225}, {"granite", 5}, {"garnet", 50},
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{"jade", 150}, {"kryptonite", 300}, {"lapis lazuli", 50},
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{"moonstone", 50}, {"obsidian", 15}, {"onyx", 60},
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{"opal", 200}, {"pearl", 220}, {"peridot", 63},
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{"ruby", 350}, {"sapphire", 285}, {"stibotantalite", 200},
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{"tiger eye", 50}, {"topaz", 60}, {"turquoise", 70},
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{"taaffeite", 300}, {"zircon", 80},
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}
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// woods is init.c wood[]: what staffs are made of.
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var woods = []string{
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"avocado wood", "balsa", "bamboo", "banyan", "birch", "cedar",
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"cherry", "cinnibar", "cypress", "dogwood", "driftwood", "ebony",
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"elm", "eucalyptus", "fall", "hemlock", "holly", "ironwood",
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"kukui wood", "mahogany", "manzanita", "maple", "oaken",
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"persimmon wood", "pecan", "pine", "poplar", "redwood", "rosewood",
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"spruce", "teak", "walnut", "zebrawood",
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}
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// metals is init.c metal[]: what wands are made of.
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var metals = []string{
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"aluminum", "beryllium", "bone", "brass", "bronze", "copper",
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"electrum", "gold", "iron", "lead", "magnesium", "mercury",
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"nickel", "pewter", "platinum", "steel", "silver", "silicon",
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"tin", "titanium", "tungsten", "zinc",
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}
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// helpEntry is rogue.h struct h_list.
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type helpEntry struct {
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Ch byte
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Desc string
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Print bool
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}
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// helpStr is extern.c helpstr[]: the '?' command help text.
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var helpStr = []helpEntry{
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{'?', " prints help", true},
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{'/', " identify object", true},
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{'h', " left", true},
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{'j', " down", true},
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{'k', " up", true},
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{'l', " right", true},
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{'y', " up & left", true},
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{'u', " up & right", true},
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{'b', " down & left", true},
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{'n', " down & right", true},
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{'H', " run left", false},
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{'J', " run down", false},
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{'K', " run up", false},
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{'L', " run right", false},
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{'Y', " run up & left", false},
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{'U', " run up & right", false},
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{'B', " run down & left", false},
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{'N', " run down & right", false},
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{CTRL('H'), " run left until adjacent", false},
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{CTRL('J'), " run down until adjacent", false},
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{CTRL('K'), " run up until adjacent", false},
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{CTRL('L'), " run right until adjacent", false},
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{CTRL('Y'), " run up & left until adjacent", false},
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{CTRL('U'), " run up & right until adjacent", false},
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{CTRL('B'), " run down & left until adjacent", false},
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{CTRL('N'), " run down & right until adjacent", false},
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{0, " <SHIFT><dir>: run that way", true},
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{0, " <CTRL><dir>: run till adjacent", true},
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{'f', "<dir> fight till death or near death", true},
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{'t', "<dir> throw something", true},
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{'m', "<dir> move onto without picking up", true},
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{'z', "<dir> zap a wand in a direction", true},
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{'^', "<dir> identify trap type", true},
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{'s', " search for trap/secret door", true},
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{'>', " go down a staircase", true},
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{'<', " go up a staircase", true},
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{'.', " rest for a turn", true},
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{',', " pick something up", true},
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{'i', " inventory", true},
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{'I', " inventory single item", true},
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{'q', " quaff potion", true},
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{'r', " read scroll", true},
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{'e', " eat food", true},
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{'w', " wield a weapon", true},
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{'W', " wear armor", true},
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{'T', " take armor off", true},
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{'P', " put on ring", true},
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{'R', " remove ring", true},
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{'d', " drop object", true},
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{'c', " call object", true},
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{'a', " repeat last command", true},
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{')', " print current weapon", true},
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{']', " print current armor", true},
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{'=', " print current rings", true},
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{'@', " print current stats", true},
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{'D', " recall what's been discovered", true},
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{'o', " examine/set options", true},
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{CTRL('R'), " redraw screen", true},
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{CTRL('P'), " repeat last message", true},
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{Escape, " cancel command", true},
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{'S', " save game", true},
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{'Q', " quit", true},
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{'!', " shell escape", true},
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{'F', "<dir> fight till either of you dies", true},
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{'v', " print version number", true},
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}
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// Version strings (vers.c). The encstr/statlist XOR keys are not ported:
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// the Go save format does not use them.
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const (
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Release = "5.4.4"
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Version = "rogue (git.eeqj.de/sneak/rgoue port of rogueforge 5.4.4)"
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)
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