Rename combat methods; -1 status codes become named bool results

Refactor step 5, combat: rollEm→rollAttacks; attack, moveMonster, and
chaseStep return (removed bool) instead of the C -1/0 int codes.
Behavior unchanged; suite green.
This commit is contained in:
2026-07-07 02:33:15 +02:00
parent 6d798c56ed
commit ae79fd5e84
3 changed files with 27 additions and 29 deletions

View File

@@ -67,7 +67,7 @@ func (g *RogueGame) fight(mp Coord, weap *Object, thrown bool) bool {
didHit := false
g.HasHit = g.Options.Terse && !g.ToDeath
if g.rollEm(&p.Creature, &tp.Creature, weap, thrown) {
if g.rollAttacks(&p.Creature, &tp.Creature, weap, thrown) {
didHit = false
if thrown {
@@ -104,9 +104,10 @@ func (g *RogueGame) fight(mp Coord, weap *Object, thrown bool) bool {
return didHit
}
// attack has the monster attack the player (fight.c attack). Returns -1 if
// the monster removed itself from the level during its own attack.
func (g *RogueGame) attack(mp *Monster) int {
// attack has the monster attack the player (fight.c attack). removed
// reports that the monster took itself off the level during its own
// attack (the C -1 return).
func (g *RogueGame) attack(mp *Monster) (removed bool) {
p := &g.Player
// Since this is an attack, stop running and any healing that was
// going on at the time.
@@ -128,9 +129,8 @@ func (g *RogueGame) attack(mp *Monster) int {
mname := g.setMname(mp)
oldhp := p.Stats.HP
removed := false
if g.rollEm(&mp.Creature, &p.Creature, nil, false) {
if g.rollAttacks(&mp.Creature, &p.Creature, nil, false) {
if mp.Type != 'I' {
if g.HasHit {
g.addmsgf(". ")
@@ -317,11 +317,7 @@ func (g *RogueGame) attack(mp *Monster) int {
g.Count = 0
g.status()
if removed {
return -1
}
return 0
return removed
}
// swing returns true if the swing hits (fight.c swing).
@@ -332,8 +328,8 @@ func (g *RogueGame) swing(atLvl, opArm, wplus int) bool {
return res+wplus >= need
}
// rollEm rolls several attacks (fight.c roll_em).
func (g *RogueGame) rollEm(thatt, thdef *Creature, weap *Object, hurl bool) bool {
// rollAttacks rolls several attacks (fight.c roll_em).
func (g *RogueGame) rollAttacks(thatt, thdef *Creature, weap *Object, hurl bool) bool {
p := &g.Player
att := &thatt.Stats
def := &thdef.Stats