Extract MessageLine, Player pack ops, and Level list management
Refactor step 6. MessageLine (was MsgLine) owns the msg/addmsg/endmsg machinery, wired to its screen, pre---More-- redraw, and input via attach(); RogueGame keeps one-line msg/addmsgf/endmsg shorthands so the ~400 call sites are unchanged. Player gains nextPackChar and removeFromPack (the state half of pack.c leave_pack); leavePack keeps only the LastPick repeat-command tracking. Level gains ObjectAt (misc.c find_obj) and AddObject/RemoveObject/AddMonster/RemoveMonster, replacing direct attach/detach calls on the level lists. Inventory and pickup UI flows stay on RogueGame: display and orchestration, not state surgery. Behavior and RNG order unchanged; suite green.
This commit is contained in:
@@ -549,7 +549,7 @@ func (g *RogueGame) removeMon(mp Coord, tp *Monster, waskill bool) {
|
||||
|
||||
g.Level.SetMonsterAt(mp.Y, mp.X, nil)
|
||||
g.mvaddch(mp.Y, mp.X, tp.OldCh)
|
||||
detachMon(&g.Level.Monsters, tp)
|
||||
g.Level.RemoveMonster(tp)
|
||||
|
||||
if tp.On(Targeted) {
|
||||
g.Kamikaze = false
|
||||
|
||||
Reference in New Issue
Block a user