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:
2026-07-07 02:42:18 +02:00
parent a094f7c6c3
commit 0b56ac8019
17 changed files with 177 additions and 109 deletions

View File

@@ -223,17 +223,6 @@ func (g *RogueGame) showFloor() bool {
return true
}
// findObj finds the unclaimed object at (y, x) (misc.c find_obj).
func (g *RogueGame) findObj(y, x int) *Object {
for _, obj := range g.Level.Objects {
if obj.Pos.Y == y && obj.Pos.X == x {
return obj
}
}
return nil
}
// eat lets her try to eat something (misc.c eat).
func (g *RogueGame) eat() {
obj, ok := g.promptPackItem("eat", KindFood)