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

@@ -151,270 +151,273 @@ func (g *RogueGame) command() {
}
}
// dispatch runs one command character (the big switch in command.c,
// including its `goto over` re-dispatch).
// dispatch runs one command character (the big switch in command.c; the
// loop stands in for its `goto over` re-dispatch).
func (g *RogueGame) dispatch(ch byte) {
p := &g.Player
over:
switch ch {
case ',':
var found *Object
for {
switch ch {
case ',':
var found *Object
for _, obj := range g.Level.Objects {
if obj.Pos.Y == p.Pos.Y && obj.Pos.X == p.Pos.X {
found = obj
for _, obj := range g.Level.Objects {
if obj.Pos.Y == p.Pos.Y && obj.Pos.X == p.Pos.X {
found = obj
break
}
}
if found != nil {
if !g.levitCheck() {
g.pickUp(found.Kind.Glyph())
}
} else {
if !g.Options.Terse {
g.addmsgf("there is ")
}
g.addmsgf("nothing here")
if !g.Options.Terse {
g.addmsgf(" to pick up")
}
g.endmsg()
}
case '!':
g.shell()
case 'h':
g.moveHero(0, -1)
case 'j':
g.moveHero(1, 0)
case 'k':
g.moveHero(-1, 0)
case 'l':
g.moveHero(0, 1)
case 'y':
g.moveHero(-1, -1)
case 'u':
g.moveHero(-1, 1)
case 'b':
g.moveHero(1, -1)
case 'n':
g.moveHero(1, 1)
case 'H':
g.startRun('h')
case 'J':
g.startRun('j')
case 'K':
g.startRun('k')
case 'L':
g.startRun('l')
case 'Y':
g.startRun('y')
case 'U':
g.startRun('u')
case 'B':
g.startRun('b')
case 'N':
g.startRun('n')
case CTRL('H'), CTRL('J'), CTRL('K'), CTRL('L'),
CTRL('Y'), CTRL('U'), CTRL('B'), CTRL('N'):
if !p.On(Blind) {
g.DoorStop = true
g.Firstmove = true
}
if g.Count != 0 && !g.newCount {
ch = g.direction
} else {
ch += 'A' - CTRL('A')
g.direction = ch
}
continue // the C goto over: re-dispatch as the run command
case 'F', 'f':
if ch == 'F' {
g.Kamikaze = true
}
if !g.getDir() {
g.After = false
break
}
}
if found != nil {
if !g.levitCheck() {
g.pickUp(found.Kind.Glyph())
}
} else {
if !g.Options.Terse {
g.addmsgf("there is ")
}
g.addmsgf("nothing here")
if !g.Options.Terse {
g.addmsgf(" to pick up")
}
g.endmsg()
}
case '!':
g.shell()
case 'h':
g.doMove(0, -1)
case 'j':
g.doMove(1, 0)
case 'k':
g.doMove(-1, 0)
case 'l':
g.doMove(0, 1)
case 'y':
g.doMove(-1, -1)
case 'u':
g.doMove(-1, 1)
case 'b':
g.doMove(1, -1)
case 'n':
g.doMove(1, 1)
case 'H':
g.doRun('h')
case 'J':
g.doRun('j')
case 'K':
g.doRun('k')
case 'L':
g.doRun('l')
case 'Y':
g.doRun('y')
case 'U':
g.doRun('u')
case 'B':
g.doRun('b')
case 'N':
g.doRun('n')
case CTRL('H'), CTRL('J'), CTRL('K'), CTRL('L'),
CTRL('Y'), CTRL('U'), CTRL('B'), CTRL('N'):
if !p.On(Blind) {
g.DoorStop = true
g.Firstmove = true
}
if g.Count != 0 && !g.newCount {
ch = g.direction
} else {
ch += 'A' - CTRL('A')
g.direction = ch
}
goto over
case 'F', 'f':
if ch == 'F' {
g.Kamikaze = true
}
if !g.getDir() {
g.After = false
break
}
g.Delta.Y += p.Pos.Y
g.Delta.X += p.Pos.X
mp := g.Level.MonsterAt(g.Delta.Y, g.Delta.X)
if mp == nil || (!g.seeMonst(mp) && !p.On(SenseMonsters)) {
if !g.Options.Terse {
g.addmsgf("I see ")
}
g.msg("no monster there")
g.After = false
} else if g.diagOk(p.Pos, g.Delta) {
g.ToDeath = true
g.MaxHit = 0
mp.Flags.Set(Targeted)
g.RunCh = g.DirCh
ch = g.DirCh
goto over
}
case 't':
if !g.getDir() {
g.After = false
} else {
g.missile(g.Delta.Y, g.Delta.X)
}
case 'a':
if g.LastComm == 0 {
g.msg("you haven't typed a command yet")
g.After = false
} else {
ch = g.LastComm
g.Again = true
goto over
}
case 'q':
g.quaff()
case 'Q':
g.After = false
g.QComm = true
g.quit(0)
g.QComm = false
case 'i':
g.After = false
g.inventory(p.Pack, 0)
case 'I':
g.After = false
g.pickyInven()
case 'd':
g.dropIt()
case 'r':
g.readScroll()
case 'e':
g.eat()
case 'w':
g.wield()
case 'W':
g.wear()
case 'T':
g.takeOff()
case 'P':
g.ringOn()
case 'R':
g.ringOff()
case 'o':
g.option()
g.After = false
case 'c':
g.call()
g.After = false
case '>':
g.After = false
g.dLevel()
case '<':
g.After = false
g.uLevel()
case '?':
g.After = false
g.help()
case '/':
g.After = false
g.identify()
case 's':
g.search()
case 'z':
if g.getDir() {
g.doZap()
} else {
g.After = false
}
case 'D':
g.After = false
g.discovered()
case CTRL('P'):
g.After = false
g.msg("%s", g.Msgs.Huh)
case CTRL('R'):
g.After = false
g.refresh()
case 'v':
g.After = false
g.msg("version %s. (mctesq was here)", Release)
case 'S':
g.After = false
g.saveGame()
case '.':
// rest command
case ' ':
g.After = false // "legal" illegal command
case '^':
g.After = false
if g.getDir() {
g.Delta.Y += p.Pos.Y
g.Delta.X += p.Pos.X
fp := g.Level.FlagsAt(g.Delta.Y, g.Delta.X)
if !g.Options.Terse {
g.addmsgf("You have found ")
}
mp := g.Level.MonsterAt(g.Delta.Y, g.Delta.X)
if mp == nil || (!g.seeMonst(mp) && !p.On(SenseMonsters)) {
if !g.Options.Terse {
g.addmsgf("I see ")
}
switch {
case g.Level.Char(g.Delta.Y, g.Delta.X) != Trap:
g.msg("no trap there")
case p.On(Hallucinating):
g.msg("%s", g.data.trName[g.rnd(NumTrapTypes)])
default:
g.msg("%s", g.data.trName[*fp&FTrapMask])
fp.Set(FSeen)
g.msg("no monster there")
g.After = false
} else if g.diagOk(p.Pos, g.Delta) {
g.ToDeath = true
g.MaxHit = 0
mp.Flags.Set(Targeted)
g.RunCh = g.DirCh
ch = g.DirCh
continue // the C goto over: fight by running at it
}
}
case Escape: // escape
g.DoorStop = false
g.Count = 0
g.After = false
g.Again = false
case 'm':
g.MoveOn = true
if !g.getDir() {
case 't':
if !g.getDir() {
g.After = false
} else {
g.missile(g.Delta.Y, g.Delta.X)
}
case 'a':
if g.LastComm == 0 {
g.msg("you haven't typed a command yet")
g.After = false
} else {
ch = g.LastComm
g.Again = true
continue // the C goto over: replay the last command
}
case 'q':
g.quaff()
case 'Q':
g.After = false
} else {
ch = g.DirCh
g.countCh = g.DirCh
g.QComm = true
g.quit(0)
g.QComm = false
case 'i':
g.After = false
g.inventory(p.Pack, 0)
case 'I':
g.After = false
g.pickyInven()
case 'd':
g.dropIt()
case 'r':
g.readScroll()
case 'e':
g.eat()
case 'w':
g.wield()
case 'W':
g.wear()
case 'T':
g.takeOff()
case 'P':
g.ringOn()
case 'R':
g.ringOff()
case 'o':
g.option()
g.After = false
case 'c':
g.call()
g.After = false
case '>':
g.After = false
g.dLevel()
case '<':
g.After = false
g.uLevel()
case '?':
g.After = false
g.help()
case '/':
g.After = false
g.identify()
case 's':
g.search()
case 'z':
if g.getDir() {
g.doZap()
} else {
g.After = false
}
case 'D':
g.After = false
g.discovered()
case CTRL('P'):
g.After = false
g.msg("%s", g.Msgs.Huh)
case CTRL('R'):
g.After = false
g.refresh()
case 'v':
g.After = false
g.msg("version %s. (mctesq was here)", Release)
case 'S':
g.After = false
g.saveGame()
case '.':
// rest command
case ' ':
g.After = false // "legal" illegal command
case '^':
g.After = false
if g.getDir() {
g.Delta.Y += p.Pos.Y
g.Delta.X += p.Pos.X
goto over
}
case ')':
g.current(p.CurWeapon, "wielding", "")
case ']':
g.current(p.CurArmor, "wearing", "")
case '=':
g.current(p.CurRing[Left], "wearing",
g.chooseTerse("(L)", "on left hand"))
g.current(p.CurRing[Right], "wearing",
g.chooseTerse("(R)", "on right hand"))
case '@':
g.StatMsg = true
g.status()
g.StatMsg = false
g.After = false
default:
g.After = false
if g.Wizard {
g.wizardCommand(ch)
} else {
g.illcom(ch)
fp := g.Level.FlagsAt(g.Delta.Y, g.Delta.X)
if !g.Options.Terse {
g.addmsgf("You have found ")
}
switch {
case g.Level.Char(g.Delta.Y, g.Delta.X) != Trap:
g.msg("no trap there")
case p.On(Hallucinating):
g.msg("%s", g.data.trName[g.rnd(NumTrapTypes)])
default:
g.msg("%s", g.data.trName[*fp&FTrapMask])
fp.Set(FSeen)
}
}
case Escape: // escape
g.DoorStop = false
g.Count = 0
g.After = false
g.Again = false
case 'm':
g.MoveOn = true
if !g.getDir() {
g.After = false
} else {
ch = g.DirCh
g.countCh = g.DirCh
continue // the C goto over: move onto it without pickup
}
case ')':
g.current(p.CurWeapon, "wielding", "")
case ']':
g.current(p.CurArmor, "wearing", "")
case '=':
g.current(p.CurRing[Left], "wearing",
g.chooseTerse("(L)", "on left hand"))
g.current(p.CurRing[Right], "wearing",
g.chooseTerse("(R)", "on right hand"))
case '@':
g.StatMsg = true
g.status()
g.StatMsg = false
g.After = false
default:
g.After = false
if g.Wizard {
g.wizardCommand(ch)
} else {
g.illcom(ch)
}
}
return
}
}