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

@@ -305,9 +305,9 @@ func (g *RogueGame) checkLevel() {
}
}
// chgStr modifies the player's strength, keeping track of the highest it
// has been (misc.c chg_str).
func (g *RogueGame) chgStr(amt int) {
// changeStrength modifies the player's strength, keeping track of the
// highest it has been (misc.c chg_str).
func (g *RogueGame) changeStrength(amt int) {
if amt == 0 {
return
}
@@ -362,10 +362,10 @@ func (g *RogueGame) addHaste(potion bool) bool {
// aggravate aggravates all the monsters on this level (misc.c aggravate).
func (g *RogueGame) aggravate() {
// runto() can splice the monster list while we walk it, so iterate a copy.
// runTo() can splice the monster list while we walk it, so iterate a copy.
monsters := append([]*Monster(nil), g.Level.Monsters...)
for _, mp := range monsters {
g.runto(mp.Pos)
g.runTo(mp.Pos)
}
}