Rename movement/world methods to idiomatic Go; remove all gotos

Refactor step 4. Renames (C breadcrumbs kept in doc comments):
doMove→moveHero, beTrapped→springTrap, rndmove→randomStep,
doRooms→digRooms, doPassages→digPassages, doMaze→digMaze,
chgStr→changeStrength, doRun→startRun, moveStuff→finishMove,
turnref→turnRefresh, moveMonst→moveMonster, doChase→chaseStep,
setOldch→setOldChar, cansee→canSee, roomin→roomIn, runto→runTo,
conn→connectRooms, putpass→putPassage, passnum→numberPassages,
numpass→numberPassage, rndPos→randomPos, rndRoom→randomRoom,
treasRoom→treasureRoom, accntMaze→accountMaze.

All goto/label flows are gone: moveHero uses a retry loop with the
PASSGO corner logic extracted into passageTurn; dispatch re-dispatches
via a loop; chaseStep re-checks via a loop; saveGame uses a labeled
prompt loop. Control flow and RNG call order are unchanged; suite
green.
This commit is contained in:
2026-07-07 02:29:06 +02:00
parent 65a1cd68b8
commit 6850c87ae7
21 changed files with 653 additions and 624 deletions

View File

@@ -13,12 +13,12 @@ func (g *RogueGame) runners(int) {
origPos := tp.Pos
wastarget := tp.On(Targeted)
if g.moveMonst(tp) == -1 {
if g.moveMonster(tp) == -1 {
continue
}
if tp.On(Flying) && distCp(g.Player.Pos, tp.Pos) >= 3 {
if g.moveMonst(tp) == -1 {
if g.moveMonster(tp) == -1 {
continue
}
}
@@ -37,17 +37,17 @@ func (g *RogueGame) runners(int) {
}
}
// moveMonst executes a single turn of running for a monster (chase.c
// moveMonster executes a single turn of running for a monster (chase.c
// move_monst). Returns -1 if the monster died or left the level.
func (g *RogueGame) moveMonst(tp *Monster) int {
func (g *RogueGame) moveMonster(tp *Monster) int {
if !tp.On(Slowed) || tp.Turn {
if g.doChase(tp) == -1 {
if g.chaseStep(tp) == -1 {
return -1
}
}
if tp.On(Hasted) {
if g.doChase(tp) == -1 {
if g.chaseStep(tp) == -1 {
return -1
}
}
@@ -62,8 +62,8 @@ func (g *RogueGame) moveMonst(tp *Monster) int {
func (g *RogueGame) relocate(th *Monster, newLoc Coord) {
if newLoc != th.Pos {
g.mvaddch(th.Pos.Y, th.Pos.X, th.OldCh)
th.Room = g.roomin(newLoc)
g.setOldch(th, newLoc)
th.Room = g.roomIn(newLoc)
g.setOldChar(th, newLoc)
oroom := th.Room
g.Level.SetMonsterAt(th.Pos.Y, th.Pos.X, nil)
@@ -86,9 +86,9 @@ func (g *RogueGame) relocate(th *Monster, newLoc Coord) {
}
}
// doChase makes one thing chase another (chase.c do_chase). Returns -1 if
// the chaser died in the attempt.
func (g *RogueGame) doChase(th *Monster) int {
// chaseStep makes one thing chase another (chase.c do_chase). Returns -1
// if the chaser died in the attempt.
func (g *RogueGame) chaseStep(th *Monster) int {
p := &g.Player
stoprun := false // true means we are there
mindist := 32767
@@ -102,59 +102,62 @@ func (g *RogueGame) doChase(th *Monster) int {
if th.Dest == &p.Pos {
ree = p.Room
} else {
ree = g.roomin(*th.Dest)
ree = g.roomIn(*th.Dest)
}
// We don't count doors as inside rooms for this routine
door := g.Level.Char(th.Pos.Y, th.Pos.X) == Door
var this Coord
over:
// If the object of our desire is in a different room, and we are not
// in a corridor, run to the door nearest to our goal.
if rer != ree {
for i := range rer.Exits {
curdist := distCp(*th.Dest, rer.Exits[i])
if curdist < mindist {
this = rer.Exits[i]
mindist = curdist
for {
// If the object of our desire is in a different room, and we are
// not in a corridor, run to the door nearest to our goal.
if rer != ree {
for i := range rer.Exits {
curdist := distCp(*th.Dest, rer.Exits[i])
if curdist < mindist {
this = rer.Exits[i]
mindist = curdist
}
}
if door {
rer = &g.Level.Passages[*g.Level.FlagsAt(th.Pos.Y, th.Pos.X)&FPassNum]
door = false
continue // the C goto over: redo with the passage as room
}
} else {
this = *th.Dest
// For dragons check and see if (a) the hero is on a straight
// line from it, and (b) that it is within shooting distance,
// but outside of striking range.
if th.Type == 'D' && (th.Pos.Y == p.Pos.Y || th.Pos.X == p.Pos.X ||
abs(th.Pos.Y-p.Pos.Y) == abs(th.Pos.X-p.Pos.X)) &&
distCp(th.Pos, p.Pos) <= BoltLength*BoltLength &&
!th.On(Cancelled) && g.rnd(dragonShot) == 0 {
g.Delta.Y = sign(p.Pos.Y - th.Pos.Y)
g.Delta.X = sign(p.Pos.X - th.Pos.X)
if g.HasHit {
g.endmsg()
}
g.fireBolt(th.Pos, &g.Delta, "flame")
g.Running = false
g.Count = 0
g.Quiet = 0
if g.ToDeath && !th.On(Targeted) {
g.ToDeath = false
g.Kamikaze = false
}
return 0
}
}
if door {
rer = &g.Level.Passages[*g.Level.FlagsAt(th.Pos.Y, th.Pos.X)&FPassNum]
door = false
goto over
}
} else {
this = *th.Dest
// For dragons check and see if (a) the hero is on a straight line
// from it, and (b) that it is within shooting distance, but
// outside of striking range.
if th.Type == 'D' && (th.Pos.Y == p.Pos.Y || th.Pos.X == p.Pos.X ||
abs(th.Pos.Y-p.Pos.Y) == abs(th.Pos.X-p.Pos.X)) &&
distCp(th.Pos, p.Pos) <= BoltLength*BoltLength &&
!th.On(Cancelled) && g.rnd(dragonShot) == 0 {
g.Delta.Y = sign(p.Pos.Y - th.Pos.Y)
g.Delta.X = sign(p.Pos.X - th.Pos.X)
if g.HasHit {
g.endmsg()
}
g.fireBolt(th.Pos, &g.Delta, "flame")
g.Running = false
g.Count = 0
g.Quiet = 0
if g.ToDeath && !th.On(Targeted) {
g.ToDeath = false
g.Kamikaze = false
}
return 0
}
break
}
// This now contains what we want to run to this time so we run to it.
// If we hit it we either want to fight it or stop running
@@ -214,7 +217,7 @@ func (g *RogueGame) chase(tp *Monster, ee Coord) bool {
if (tp.On(Confused) && g.rnd(5) != 0) || (tp.Type == 'P' && g.rnd(5) == 0) ||
(tp.Type == 'B' && g.rnd(2) == 0) {
// get a valid random move
g.chRet = g.rndmove(&tp.Creature)
g.chRet = g.randomStep(&tp.Creature)
curdist = distCp(g.chRet, ee)
// Small chance that it will become un-confused
if g.rnd(20) == 0 {
@@ -294,8 +297,8 @@ func (g *RogueGame) chase(tp *Monster, ee Coord) bool {
return curdist != 0 && g.chRet != p.Pos
}
// setOldch sets the oldch character for the monster (chase.c set_oldch).
func (g *RogueGame) setOldch(tp *Monster, cp Coord) {
// setOldChar sets the oldch character for the monster (chase.c set_oldch).
func (g *RogueGame) setOldChar(tp *Monster, cp Coord) {
if tp.Pos == cp {
return
}
@@ -341,8 +344,8 @@ func (g *RogueGame) seeMonst(mp *Monster) bool {
return !mp.Room.Flags.Has(Dark)
}
// runto sets a monster running after the hero (chase.c runto).
func (g *RogueGame) runto(runner Coord) {
// runTo sets a monster running after the hero (chase.c runto).
func (g *RogueGame) runTo(runner Coord) {
tp := g.Level.MonsterAt(runner.Y, runner.X)
if tp == nil {
return
@@ -353,9 +356,9 @@ func (g *RogueGame) runto(runner Coord) {
tp.Dest = g.findDest(tp)
}
// roomin finds what room some coordinates are in; nil means they aren't in
// roomIn finds what room some coordinates are in; nil means they aren't in
// any room (chase.c roomin).
func (g *RogueGame) roomin(cp Coord) *Room {
func (g *RogueGame) roomIn(cp Coord) *Room {
fp := *g.Level.FlagsAt(cp.Y, cp.X)
if fp.Has(FPassage) {
return &g.Level.Passages[fp&FPassNum]
@@ -387,9 +390,9 @@ func (g *RogueGame) diagOk(sp, ep Coord) bool {
return stepOk(g.Level.Char(ep.Y, sp.X)) && stepOk(g.Level.Char(sp.Y, ep.X))
}
// cansee returns true if the hero can see a certain coordinate (chase.c
// canSee returns true if the hero can see a certain coordinate (chase.c
// cansee).
func (g *RogueGame) cansee(y, x int) bool {
func (g *RogueGame) canSee(y, x int) bool {
p := &g.Player
if p.On(Blind) {
return false
@@ -408,7 +411,7 @@ func (g *RogueGame) cansee(y, x int) bool {
}
// We can only see if the hero is in the same room as the coordinate
// and the room is lit, or if it is close.
rer := g.roomin(Coord{X: x, Y: y})
rer := g.roomIn(Coord{X: x, Y: y})
return rer == p.Room && !rer.Flags.Has(Dark)
}
@@ -426,7 +429,7 @@ func (g *RogueGame) findDest(tp *Monster) *Coord {
continue
}
if g.roomin(obj.Pos) == tp.Room && g.rnd(100) < prob {
if g.roomIn(obj.Pos) == tp.Room && g.rnd(100) < prob {
claimed := false
for _, other := range g.Level.Monsters {