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

@@ -9,7 +9,7 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
fromFloor := false
if obj == nil {
if obj = g.findObj(p.Pos.Y, p.Pos.X); obj == nil {
if obj = g.Level.ObjectAt(p.Pos.Y, p.Pos.X); obj == nil {
return
}
@@ -18,7 +18,7 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
// Check for and deal with scare monster scrolls
if obj.Kind == KindScroll && obj.ScrollKind() == ScrollScareMonster && obj.Flags.Has(WasFound) {
detachObj(&g.Level.Objects, obj)
g.Level.RemoveObject(obj)
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorCh())
if p.Room.Flags.Has(Gone) {
@@ -34,7 +34,7 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
if len(p.Pack) == 0 {
p.Pack = append(p.Pack, obj)
obj.PackCh = g.packChar()
obj.PackCh = p.nextPackChar()
p.Inpack++
} else {
// Walk the pack looking for the insertion point, keeping items of
@@ -112,7 +112,7 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
return
}
obj.PackCh = g.packChar()
obj.PackCh = p.nextPackChar()
p.Pack = append(p.Pack[:lp+1],
append([]*Object{obj}, p.Pack[lp+1:]...)...)
}
@@ -168,7 +168,7 @@ func (g *RogueGame) packRoom(fromFloor bool, obj *Object) bool {
}
if fromFloor {
detachObj(&g.Level.Objects, obj)
g.Level.RemoveObject(obj)
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorCh())
if p.Room.Flags.Has(Gone) {
@@ -181,46 +181,17 @@ func (g *RogueGame) packRoom(fromFloor bool, obj *Object) bool {
return true
}
// leavePack takes an item out of the pack (pack.c leave_pack).
// leavePack takes an item out of the pack (pack.c leave_pack), keeping
// the repeat-command bookkeeping; the pack surgery is
// Player.removeFromPack.
func (g *RogueGame) leavePack(obj *Object, newobj, all bool) *Object {
p := &g.Player
p.Inpack--
nobj := obj
if obj.Count > 1 && !all {
g.LastPick = obj
obj.Count--
if obj.Group != 0 {
p.Inpack++
}
if newobj {
copied := *obj
nobj = &copied
nobj.Count = 1
}
} else {
g.LastPick = nil
p.PackUsed[obj.PackCh-'a'] = false
detachObj(&p.Pack, obj)
}
return nobj
}
// packChar returns the next unused pack character (pack.c pack_char).
func (g *RogueGame) packChar() byte {
p := &g.Player
for i := range p.PackUsed {
if !p.PackUsed[i] {
p.PackUsed[i] = true
return byte(i) + 'a'
}
}
return byte(len(p.PackUsed)) + 'a' // C would walk off the array here
return g.Player.removeFromPack(obj, newobj, all)
}
// inventory lists what is in the pack; returns true if there is something
@@ -277,7 +248,7 @@ func (g *RogueGame) pickUp(ch byte) {
return
}
obj := g.findObj(p.Pos.Y, p.Pos.X)
obj := g.Level.ObjectAt(p.Pos.Y, p.Pos.X)
if g.MoveOn {
g.moveMsg(obj)
@@ -291,7 +262,7 @@ func (g *RogueGame) pickUp(ch byte) {
}
g.money(obj.GoldValue)
detachObj(&g.Level.Objects, obj)
g.Level.RemoveObject(obj)
p.Room.GoldVal = 0
default: