Since many rogue-likes are played on ASCII grids, using an array to store the gradient field is not that memory intensive. I suspect one can do this in a "continuous" setting by overlaying a gradient field by consider each point of interest (enemies, players, gold) to deform the gradient in some way, say with a localized Gaussian falloff or something similar.
EDIT: Sorry, this specific algorithm is linear falloff in all directions. So it's more akin to calculating Voronoi regions and saving the distance to the point of interest.