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

@@ -2,16 +2,17 @@ package game
// move.c — hero movement commands.
// doRun starts the hero running (move.c do_run).
func (g *RogueGame) doRun(ch byte) {
// startRun starts the hero running (move.c do_run).
func (g *RogueGame) startRun(ch byte) {
g.Running = true
g.After = false
g.RunCh = ch
}
// doMove checks that a move is legal and handles the consequences —
// fighting, picking up, etc. (move.c do_move).
func (g *RogueGame) doMove(dy, dx int) {
// moveHero checks that a move is legal and handles the consequences —
// fighting, picking up, etc. (move.c do_move). The C `goto over`
// re-check after a passage turn is the retry loop.
func (g *RogueGame) moveHero(dy, dx int) {
p := &g.Player
g.Firstmove = false
@@ -24,7 +25,7 @@ func (g *RogueGame) doMove(dy, dx int) {
// Do a confused move (maybe)
var nh Coord
if p.On(Confused) && g.rnd(5) != 0 {
nh = g.rndmove(&p.Creature)
nh = g.randomStep(&p.Creature)
if nh == p.Pos {
g.After = false
g.Running = false
@@ -36,150 +37,161 @@ func (g *RogueGame) doMove(dy, dx int) {
nh = Coord{Y: p.Pos.Y + dy, X: p.Pos.X + dx}
}
over:
// Check if he tried to move off the screen or make an illegal diagonal
// move, and stop him if he did.
hitBound := nh.X < 0 || nh.X >= NumCols || nh.Y <= 0 || nh.Y >= NumLines-1
for {
// Check if he tried to move off the screen or make an illegal
// diagonal move, and stop him if he did.
hitBound := nh.X < 0 || nh.X >= NumCols || nh.Y <= 0 || nh.Y >= NumLines-1
var (
ch byte
fl PlaceFlags
)
var (
ch byte
fl PlaceFlags
)
if !hitBound {
if !g.diagOk(p.Pos, nh) {
g.After = false
g.Running = false
if !hitBound {
if !g.diagOk(p.Pos, nh) {
g.After = false
g.Running = false
return
}
if g.Running && p.Pos == nh {
g.After = false
g.Running = false
}
fl = *g.Level.FlagsAt(nh.Y, nh.X)
ch = g.Level.VisibleChar(nh.Y, nh.X)
if !fl.Has(FReal) && ch == Floor {
if !p.On(Levitating) {
ch = Trap
g.Level.SetChar(nh.Y, nh.X, Trap)
g.Level.FlagsAt(nh.Y, nh.X).Set(FReal)
return
}
} else if p.On(Held) && ch != 'F' {
g.msg("you are being held")
return
}
}
if g.Running && p.Pos == nh {
g.After = false
g.Running = false
}
if hitBound {
ch = ' ' // fall into the wall case below
}
fl = *g.Level.FlagsAt(nh.Y, nh.X)
switch ch {
case ' ', '|', '-':
if g.Options.PassGo && g.Running && p.Room.Flags.Has(Gone) &&
!p.On(Blind) {
var b1, b2 bool
switch g.RunCh {
case 'h', 'l':
b1 = p.Pos.Y != 1 && g.turnOk(p.Pos.Y-1, p.Pos.X)
b2 = p.Pos.Y != NumLines-2 && g.turnOk(p.Pos.Y+1, p.Pos.X)
if b1 != b2 {
if b1 {
g.RunCh = 'k'
dy = -1
} else {
g.RunCh = 'j'
dy = 1
}
dx = 0
g.turnref()
nh = Coord{Y: p.Pos.Y + dy, X: p.Pos.X + dx}
goto over
ch = g.Level.VisibleChar(nh.Y, nh.X)
if !fl.Has(FReal) && ch == Floor {
if !p.On(Levitating) {
ch = Trap
g.Level.SetChar(nh.Y, nh.X, Trap)
g.Level.FlagsAt(nh.Y, nh.X).Set(FReal)
}
case 'j', 'k':
b1 = p.Pos.X != 0 && g.turnOk(p.Pos.Y, p.Pos.X-1)
} else if p.On(Held) && ch != 'F' {
g.msg("you are being held")
b2 = p.Pos.X != NumCols-1 && g.turnOk(p.Pos.Y, p.Pos.X+1)
if b1 != b2 {
if b1 {
g.RunCh = 'h'
dx = -1
} else {
g.RunCh = 'l'
dx = 1
}
return
}
}
dy = 0
if hitBound {
ch = ' ' // fall into the wall case below
}
g.turnref()
switch ch {
case ' ', '|', '-':
if turn, ndy, ndx := g.passageTurn(dy, dx); turn {
dy, dx = ndy, ndx
nh = Coord{Y: p.Pos.Y + dy, X: p.Pos.X + dx}
g.turnRefresh()
goto over
nh = Coord{Y: p.Pos.Y + dy, X: p.Pos.X + dx}
continue // the C goto over: re-check the turned move
}
g.Running = false
g.After = false
case Door:
g.Running = false
if g.Level.FlagsAt(p.Pos.Y, p.Pos.X).Has(FPassage) {
g.enterRoom(nh)
}
g.finishMove(nh, fl)
case Trap:
tr := g.springTrap(nh)
if tr == TrapDoor || tr == TrapTeleport {
return
}
g.finishMove(nh, fl)
case Passage:
// when you're in a corridor, you don't know if you're in a maze
// room or not, and there ain't no way to find out if you're
// leaving a maze room, so it is necessary to always recalculate
// proom.
p.Room = g.roomIn(p.Pos)
g.finishMove(nh, fl)
case Floor:
if !fl.Has(FReal) {
g.springTrap(p.Pos)
}
g.finishMove(nh, fl)
default:
if ch == Stairs {
g.SeenStairs = true
}
g.Running = false
if isUpper(ch) || g.Level.MonsterAt(nh.Y, nh.X) != nil {
g.fight(nh, p.CurWeapon, false)
} else {
if ch != Stairs {
g.Take = ch
}
g.finishMove(nh, fl)
}
}
g.Running = false
g.After = false
case Door:
g.Running = false
if g.Level.FlagsAt(p.Pos.Y, p.Pos.X).Has(FPassage) {
g.enterRoom(nh)
}
g.moveStuff(nh, fl)
case Trap:
tr := g.beTrapped(nh)
if tr == TrapDoor || tr == TrapTeleport {
return
}
g.moveStuff(nh, fl)
case Passage:
// when you're in a corridor, you don't know if you're in a maze
// room or not, and there ain't no way to find out if you're
// leaving a maze room, so it is necessary to always recalculate
// proom.
p.Room = g.roomin(p.Pos)
g.moveStuff(nh, fl)
case Floor:
if !fl.Has(FReal) {
g.beTrapped(p.Pos)
}
g.moveStuff(nh, fl)
default:
if ch == Stairs {
g.SeenStairs = true
}
g.Running = false
if isUpper(ch) || g.Level.MonsterAt(nh.Y, nh.X) != nil {
g.fight(nh, p.CurWeapon, false)
} else {
if ch != Stairs {
g.Take = ch
}
g.moveStuff(nh, fl)
}
return
}
}
// moveStuff is the move_stuff label in do_move: complete the step.
func (g *RogueGame) moveStuff(nh Coord, fl PlaceFlags) {
// passageTurn checks whether a runner in a gone-room passage should turn
// the corner instead of stopping at a wall (the PASSGO block of move.c
// do_move). It reports whether to turn and the new deltas, updating RunCh.
func (g *RogueGame) passageTurn(dy, dx int) (bool, int, int) {
p := &g.Player
if !g.Options.PassGo || !g.Running || !p.Room.Flags.Has(Gone) ||
p.On(Blind) {
return false, dy, dx
}
var b1, b2 bool
switch g.RunCh {
case 'h', 'l':
b1 = p.Pos.Y != 1 && g.turnOk(p.Pos.Y-1, p.Pos.X)
b2 = p.Pos.Y != NumLines-2 && g.turnOk(p.Pos.Y+1, p.Pos.X)
if b1 != b2 {
if b1 {
g.RunCh = 'k'
dy = -1
} else {
g.RunCh = 'j'
dy = 1
}
return true, dy, 0
}
case 'j', 'k':
b1 = p.Pos.X != 0 && g.turnOk(p.Pos.Y, p.Pos.X-1)
b2 = p.Pos.X != NumCols-1 && g.turnOk(p.Pos.Y, p.Pos.X+1)
if b1 != b2 {
if b1 {
g.RunCh = 'h'
dx = -1
} else {
g.RunCh = 'l'
dx = 1
}
return true, 0, dx
}
}
return false, dy, dx
}
// finishMove is the move_stuff label in do_move: complete the step.
func (g *RogueGame) finishMove(nh Coord, fl PlaceFlags) {
p := &g.Player
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorAt())
@@ -198,8 +210,9 @@ func (g *RogueGame) turnOk(y, x int) bool {
return pp.Ch == Door || pp.Flags&(FReal|FPassage) == (FReal|FPassage)
}
// turnref decides whether to refresh at a passage turning (move.c turnref).
func (g *RogueGame) turnref() {
// turnRefresh decides whether to refresh at a passage turning (move.c
// turnref).
func (g *RogueGame) turnRefresh() {
p := &g.Player
pp := g.Level.At(p.Pos.Y, p.Pos.X)
@@ -228,8 +241,8 @@ func (g *RogueGame) doorOpen(rp *Room) {
}
}
// beTrapped makes him pay for stepping on a trap (move.c be_trapped).
func (g *RogueGame) beTrapped(tc Coord) TrapKind {
// springTrap makes him pay for stepping on a trap (move.c be_trapped).
func (g *RogueGame) springTrap(tc Coord) TrapKind {
p := &g.Player
if p.On(Levitating) {
return TrapRust // anything that's not a door or teleport
@@ -313,7 +326,7 @@ func (g *RogueGame) beTrapped(tc Coord) TrapKind {
}
if !p.IsWearing(RingSustainStrength) && !g.save(VsPoison) {
g.chgStr(-1)
g.changeStrength(-1)
}
g.msg("a small dart just hit you in the shoulder")
@@ -328,9 +341,9 @@ func (g *RogueGame) beTrapped(tc Coord) TrapKind {
return tr
}
// rndmove moves in a random direction if the monster/person is confused
// (move.c rndmove).
func (g *RogueGame) rndmove(who *Creature) Coord {
// randomStep moves in a random direction if the monster/person is
// confused (move.c rndmove).
func (g *RogueGame) randomStep(who *Creature) Coord {
ret := Coord{
Y: who.Pos.Y + g.rnd(3) - 1,
X: who.Pos.X + g.rnd(3) - 1,