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

@@ -27,8 +27,8 @@ func (g *RogueGame) NewLevel() {
// go with them (the garbage collector is our free_list).
g.Level.Monsters = nil
g.Level.Objects = nil
g.doRooms() // Draw rooms
g.doPassages() // Draw passages
g.digRooms() // Draw rooms
g.digPassages() // Draw passages
p.NoFood++
@@ -61,7 +61,7 @@ func (g *RogueGame) NewLevel() {
g.SeenStairs = false
for _, tp := range g.Level.Monsters {
tp.Room = g.roomin(tp.Pos)
tp.Room = g.roomIn(tp.Pos)
}
hero, _ := g.findFloor(true)
@@ -78,8 +78,8 @@ func (g *RogueGame) NewLevel() {
}
}
// rndRoom picks a room that is really there (new_level.c rnd_room).
func (g *RogueGame) rndRoom() int {
// randomRoom picks a room that is really there (new_level.c rnd_room).
func (g *RogueGame) randomRoom() int {
for {
rm := g.rnd(MaxRooms)
if !g.Level.Rooms[rm].Flags.Has(Gone) {
@@ -98,7 +98,7 @@ func (g *RogueGame) putThings() {
}
// check for treasure rooms, and if so, put it in.
if g.rnd(treasRoomChance) == 0 {
g.treasRoom()
g.treasureRoom()
}
// Do MAXOBJ attempts to put things on a level
for range MaxObj {
@@ -126,9 +126,9 @@ func (g *RogueGame) putThings() {
}
}
// treasRoom adds a treasure room (new_level.c treas_room).
func (g *RogueGame) treasRoom() {
rp := &g.Level.Rooms[g.rndRoom()]
// treasureRoom adds a treasure room (new_level.c treas_room).
func (g *RogueGame) treasureRoom() {
rp := &g.Level.Rooms[g.randomRoom()]
spots := min((rp.Max.Y-2)*(rp.Max.X-2)-minTreas, maxTreas-minTreas)