Files
rgoue/game/wizard.go
sneak 63d1e797e2 chore(lint): adopt canonical golangci-lint config
Replace .golangci.yml with the shared canonical config. The old
config's top-level linters-settings block was silently ignored under
the v2 schema, so the lll/funlen/cyclop/dupl thresholds now actually
apply. The four repo-specific disables (mnd, exhaustive, paralleltest,
testpackage) move out of the config into targeted in-code nolint
directives carrying their original approval dates, keeping the config
byte-identical to the canonical one.

Fixes surfaced by the stricter settings: t.Parallel() added to all 32
tests, 24 overlong lines wrapped or their comments tightened, tcell
control-code returns rewritten as character literals, dupl markers on
the identically-shaped item data tables, and two wsl_v5 defer cuddles.

No behavior changes. The repo has no golangci-lint version pin (no
Dockerfile or CI; make lint runs the host binary, currently v2.12.2),
so there was nothing to bump.
2026-08-07 20:45:02 +00:00

231 lines
4.9 KiB
Go

//nolint:mnd // C-faithful literals; names hurt C-greppability (approved 2026-07-07)
package game
// wizard.c — special wizard commands, some of which are also non-wizard
// commands under strange circumstances. The DES password check is not
// ported: wizard mode is enabled by configuration instead.
// createObj is the wizard command for getting anything he wants (wizard.c
// create_obj).
func (g *RogueGame) createObj() {
obj := newObject()
g.msg("type of item: ")
obj.Kind = objectKindForGlyph(g.readchar())
g.Msgs.Mpos = 0
g.msg("which %c do you want? (0-f)", obj.Kind.Glyph())
ch := g.readchar()
if isDigit(ch) {
obj.Which = int(ch - '0')
} else {
obj.Which = int(ch-'a') + 10
}
obj.Group = 0
obj.Count = 1
g.Msgs.Mpos = 0
//nolint:exhaustive // C-faithful: only the cases C handled (approved 2026-07-07)
switch obj.Kind {
case KindWeapon, KindArmor:
g.createWeaponArmor(obj)
case KindRing:
g.createRing(obj)
case KindWand:
g.fixStick(obj)
case KindGold:
g.msg("how much?")
buf := ""
if g.getStr(&buf, g.scr.Std) == Norm {
obj.GoldValue = cAtoi(buf)
}
}
g.addPack(obj, false)
}
// createWeaponArmor sets up a wizard-created weapon or armor with an
// optional blessing (the weapon/armor arm of wizard.c create_obj).
func (g *RogueGame) createWeaponArmor(obj *Object) {
g.msg("blessing? (+,-,n)")
bless := g.readchar()
g.Msgs.Mpos = 0
if bless == '-' {
obj.Flags.Set(Cursed)
}
if obj.Kind == KindWeapon {
g.initWeapon(obj, WeaponKind(obj.Which))
if bless == '-' {
obj.HPlus -= g.rnd(3) + 1
}
if bless == '+' {
obj.HPlus += g.rnd(3) + 1
}
return
}
obj.ArmorClass = g.data.aClass[obj.Which]
if bless == '-' {
obj.ArmorClass += g.rnd(3) + 1
}
if bless == '+' {
obj.ArmorClass -= g.rnd(3) + 1
}
}
// createRing sets up a wizard-created ring, prompting for a bonus on
// the bonus rings (the ring arm of wizard.c create_obj).
func (g *RogueGame) createRing(obj *Object) {
//nolint:exhaustive // C-faithful: only the cases C handled (approved 2026-07-07)
switch obj.RingKind() {
case RingProtection, RingAddStrength, RingDexterity, RingIncreaseDamage:
g.msg("blessing? (+,-,n)")
bless := g.readchar()
g.Msgs.Mpos = 0
if bless == '-' {
obj.Flags.Set(Cursed)
obj.Bonus = -1
} else {
obj.Bonus = g.rnd(2) + 1
}
case RingAggravateMonsters, RingTeleportation:
obj.Flags.Set(Cursed)
}
}
// showMap prints out the whole map for the wizard (wizard.c show_map).
func (g *RogueGame) showMap() {
hw := g.scr.Hw
hw.Clear()
for y := 1; y < NumLines-1; y++ {
for x := range NumCols {
isReal := g.Level.FlagsAt(y, x).Has(FReal)
if !isReal {
hw.Standout(true)
}
hw.MvAddCh(y, x, g.Level.Char(y, x))
if !isReal {
hw.Standout(false)
}
}
}
g.showWin("---More (level map)---")
}
// whatis identifies what a certain object is (wizard.c whatis).
func (g *RogueGame) whatis(insist bool, kind ObjectKind) {
p := &g.Player
if len(p.Pack) == 0 {
g.msg("you don't have anything in your pack to identify")
return
}
obj, ok := g.whatisPick(insist, kind)
if !ok {
return
}
//nolint:exhaustive // C-faithful: only the cases C handled (approved 2026-07-07)
switch obj.Kind {
case KindScroll:
setKnow(obj, g.Items.Scrolls[:])
case KindPotion:
setKnow(obj, g.Items.Potions[:])
case KindWand:
setKnow(obj, g.Items.Sticks[:])
case KindWeapon, KindArmor:
obj.Flags.Set(Known)
case KindRing:
setKnow(obj, g.Items.Rings[:])
}
g.msg("%s", g.inventoryName(obj, false))
}
// whatisPick prompts for the item to identify, re-asking until a
// matching one is chosen when insist is set; ok is false when the
// player gives up (the prompt loop of wizard.c whatis).
func (g *RogueGame) whatisPick(insist bool, kind ObjectKind) (*Object, bool) {
for {
obj, _ := g.promptPackItem("identify", kind)
if !insist {
return obj, obj != nil
}
if g.NObjs == 0 {
return nil, false
}
if obj == nil {
g.msg("you must identify something")
continue
}
if !matchesFilter(kind, obj) {
g.msg("you must identify a %s", kind)
continue
}
return obj, true
}
}
// setKnow sets things up when we really know what a thing is (wizard.c
// set_know).
func setKnow(obj *Object, info []ObjInfo) {
info[obj.Which].Know = true
obj.Flags.Set(Known)
info[obj.Which].Guess = ""
}
// The C type_name()/tlist table is gone: ObjectKind.String() carries the
// same vocabulary.
// teleport bamfs the hero someplace else (wizard.c teleport).
func (g *RogueGame) teleport() {
p := &g.Player
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorAt())
c, _ := g.findFloor(true)
if g.roomIn(c) != p.Room {
g.leaveRoom(p.Pos)
p.Pos = c
g.enterRoom(p.Pos)
} else {
p.Pos = c
g.look(true)
}
g.mvaddch(p.Pos.Y, p.Pos.X, PlayerCh)
// turn off ISHELD in case teleportation was done while fighting a
// Flytrap
if p.On(Held) {
p.Flags.Clear(Held)
p.VfHit = 0
g.Monsters['F'-'A'].Stats.Dmg = dice("000x0")
}
g.NoMove = 0
g.Count = 0
g.Running = false
g.flushType()
}