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.
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11
game/misc.go
11
game/misc.go
@@ -223,17 +223,6 @@ func (g *RogueGame) showFloor() bool {
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return true
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}
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// findObj finds the unclaimed object at (y, x) (misc.c find_obj).
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func (g *RogueGame) findObj(y, x int) *Object {
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for _, obj := range g.Level.Objects {
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if obj.Pos.Y == y && obj.Pos.X == x {
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return obj
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}
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}
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return nil
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}
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// eat lets her try to eat something (misc.c eat).
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func (g *RogueGame) eat() {
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obj, ok := g.promptPackItem("eat", KindFood)
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