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) digRooms() {
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gold.Flags = Stackable
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gold.Group = goldGrp
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gold.Kind = KindGold
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attachObj(&g.Level.Objects, gold)
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g.Level.AddObject(gold)
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}
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// Put the monster in
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prob := 25
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