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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@@ -105,7 +105,7 @@ func (g *RogueGame) putThings() {
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if g.rnd(100) < 36 {
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// Pick a new object and link it in the list
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obj := g.newThing()
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attachObj(&g.Level.Objects, obj)
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g.Level.AddObject(obj)
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// Put it somewhere
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obj.Pos, _ = g.findFloor(false)
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g.Level.SetChar(obj.Pos.Y, obj.Pos.X, obj.Kind.Glyph())
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@@ -115,7 +115,7 @@ func (g *RogueGame) putThings() {
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// yet, put it somewhere on the ground
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if g.Depth >= AmuletLevel && !g.HasAmulet {
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obj := newObject()
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attachObj(&g.Level.Objects, obj)
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g.Level.AddObject(obj)
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obj.Damage = dice("0x0")
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obj.HurlDmg = dice("0x0")
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obj.ArmorClass = 11
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@@ -137,7 +137,7 @@ func (g *RogueGame) treasureRoom() {
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mp, _ := g.findFloorIn(rp, 2*maxTries, false)
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tp := g.newThing()
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tp.Pos = mp
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attachObj(&g.Level.Objects, tp)
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g.Level.AddObject(tp)
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g.Level.SetChar(mp.Y, mp.X, tp.Kind.Glyph())
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}
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