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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@@ -104,7 +104,7 @@ func (g *RogueGame) readScroll() {
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// Or anything else nasty
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if ch := g.Level.VisibleChar(y, x); stepOk(ch) {
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if ch == Scroll {
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if fo := g.findObj(y, x); fo != nil && fo.ScrollKind() == ScrollScareMonster {
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if fo := g.Level.ObjectAt(y, x); fo != nil && fo.ScrollKind() == ScrollScareMonster {
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continue
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}
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}
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