Merge refactor/god-object-extraction (refactor step 6)
This commit is contained in:
41
TODO.md
41
TODO.md
@@ -29,14 +29,25 @@ Refactor ground rules:
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# Next Step
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Refactor step 6: extract types from the god object — MessageLine
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owns the msg/addmsg/endmsg machinery; pack/inventory operations move
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onto *Player; monster/object list management and map queries
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consolidate onto *Level; RogueGame keeps turn orchestration and
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cross-system effects only.
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Refactor step 7: effects dispatch — the giant quaff/readScroll/doZap
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switches become per-kind handler tables of small named methods,
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keeping effect order and RNG call sequence identical. This step also
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clears the outstanding cyclop/gocognit/nestif lint findings.
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# Completed Steps
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- 2026-07-07 Refactor step 6 (refactor/god-object-extraction):
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MessageLine (was MsgLine) owns the msg/addmsg/endmsg machinery,
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wired to its screen/look/input needs via attach(); RogueGame keeps
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one-line msg/addmsgf/endmsg shorthands so call sites are unchanged.
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Player owns pack bookkeeping (nextPackChar, removeFromPack — the
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state half of leave_pack; leavePack keeps only LastPick tracking).
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Level owns object/monster list management and lookup (ObjectAt
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replaces findObj; AddObject/RemoveObject/AddMonster/RemoveMonster
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replace direct attachObj/detachObj/attachMon/detachMon on level
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lists). Inventory/pickup UI flows stay on RogueGame deliberately:
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they are display and turn orchestration, not state surgery.
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- 2026-07-07 Refactor step 5 (refactor/item-combat-ui-renames, three
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commits, one subsystem each): items — getItem→promptPackItem now
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returning (obj, ok), invName→inventoryName, doPot→applyPotionFuse;
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@@ -117,31 +128,27 @@ cross-system effects only.
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# Future Steps
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1. Refactor step 7: effects dispatch — the giant quaff/readScroll/doZap
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switches become per-kind handler tables of small named methods,
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keeping effect order and RNG call sequence identical. This step also
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clears the outstanding cyclop/gocognit/nestif lint findings.
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2. Refactor step 8: constructor and style pass per the house
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1. Refactor step 8: constructor and style pass per the house
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styleguide — game.New(game.Params{...}) replacing NewGame(Config);
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replace the gameEnd panic unwind with error-based turn results where
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feasible; 77-column wrap sweep.
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3. Docs refresh: update ARCHITECTURE.md Part 2 and README.md for the
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2. Docs refresh: update ARCHITECTURE.md Part 2 and README.md for the
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post-refactor names; add the C name → Go name rename table.
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4. Playtest hardening pass: play several full games with the tcell
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3. Playtest hardening pass: play several full games with the tcell
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binary and extend run_test.go to script a deeper multi-level
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playthrough (descend past level 5, use potions, scrolls, zapping,
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save/restore). Fix any panics, message mismatches, or divergences
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from the C behavior that this uncovers, with regression tests.
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5. Verify the seed-compatibility claim against the C reference on
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4. Verify the seed-compatibility claim against the C reference on
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c-master: same seed, same dungeon, same item tables, for several
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seeds.
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6. Broaden unit test coverage where playtesting finds thin spots
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5. Broaden unit test coverage where playtesting finds thin spots
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(rings, sticks, wizard commands).
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7. Tag a release once a full game (Amulet retrieval and score entry)
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6. Tag a release once a full game (Amulet retrieval and score entry)
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completes without defects.
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8. Full-terminal-size support (deferred by explicit decision
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7. Full-terminal-size support (deferred by explicit decision
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2026-07-06): per-game dungeon dimensions instead of the 80x24
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constants; open design questions are resize policy, gameplay
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tuning at larger sizes, and a --classic 80x24 mode.
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9. Note: this repo is exempt from the standard policy scaffold. Do not
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8. Note: this repo is exempt from the standard policy scaffold. Do not
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add Makefile, Dockerfile, or REPO_POLICIES.md.
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@@ -169,7 +169,7 @@ func (g *RogueGame) chaseStep(th *Monster) (removed bool) {
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} else if this == *th.Dest {
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for _, obj := range g.Level.Objects {
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if th.Dest == &obj.Pos {
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detachObj(&g.Level.Objects, obj)
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g.Level.RemoveObject(obj)
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attachObj(&th.Pack, obj)
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if th.Room.Flags.Has(Gone) {
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@@ -50,6 +50,47 @@ func (p *Player) IsWearing(ring RingKind) bool {
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return p.IsRing(Left, ring) || p.IsRing(Right, ring)
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}
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// nextPackChar claims and returns the next unused pack character (pack.c
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// pack_char).
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func (p *Player) nextPackChar() byte {
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for i := range p.PackUsed {
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if !p.PackUsed[i] {
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p.PackUsed[i] = true
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return byte(i) + 'a'
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}
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}
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return byte(len(p.PackUsed)) + 'a' // C would walk off the array here
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}
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// removeFromPack takes an item out of the pack: the whole entry, or one
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// of a stack when all is false (the bookkeeping half of pack.c
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// leave_pack). It returns the object that left the pack — a copy when
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// newobj asks for a split.
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func (p *Player) removeFromPack(obj *Object, newobj, all bool) *Object {
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p.Inpack--
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nobj := obj
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if obj.Count > 1 && !all {
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obj.Count--
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if obj.Group != 0 {
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p.Inpack++
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}
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if newobj {
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copied := *obj
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nobj = &copied
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nobj.Count = 1
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}
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} else {
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p.PackUsed[obj.PackCh-'a'] = false
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detachObj(&p.Pack, obj)
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}
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return nobj
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}
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// attachMon pushes a monster onto the front of a list (list.c attach).
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func attachMon(list *[]*Monster, item *Monster) {
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*list = append([]*Monster{item}, *list...)
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@@ -549,7 +549,7 @@ func (g *RogueGame) removeMon(mp Coord, tp *Monster, waskill bool) {
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g.Level.SetMonsterAt(mp.Y, mp.X, nil)
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g.mvaddch(mp.Y, mp.X, tp.OldCh)
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detachMon(&g.Level.Monsters, tp)
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g.Level.RemoveMonster(tp)
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if tp.On(Targeted) {
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g.Kamikaze = false
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@@ -110,7 +110,7 @@ type RogueGame struct {
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// screen / messages
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scr *Screen
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Msgs MsgLine
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Msgs MessageLine
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statusCache statusCache
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invPage invPage // things.c discovery-list pagination statics
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@@ -169,6 +169,7 @@ func NewGame(cfg Config) *RogueGame {
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g.InvDescribe = true
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g.Msgs.SaveMsg = true
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g.scr = NewScreen(cfg.Term)
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g.Msgs.attach(g.scr, g.look, g.readchar)
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g.FileName = cfg.Home + "/rogue.save"
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g.rogueOpts = cfg.RogueOpts
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93
game/io.go
93
game/io.go
@@ -10,9 +10,11 @@ import (
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// maxMsg is io.c MAXMSG: how much message fits before --More--.
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const maxMsg = NumCols - len("--More--") - 1
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// MsgLine is the io.c message machinery: the static msgbuf/newpos pair plus
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// the related globals (mpos, huh, and the message-behavior flags).
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type MsgLine struct {
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// MessageLine is the io.c message machinery: the static msgbuf/newpos
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// pair plus the related globals (mpos, huh, and the message-behavior
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// flags). It owns the top line of the screen; attach wires in the
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// display and input it needs.
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type MessageLine struct {
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buf strings.Builder // msgbuf
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newpos int
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Mpos int // where cursor is on top line
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@@ -20,49 +22,52 @@ type MsgLine struct {
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SaveMsg bool // remember last msg
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LowerMsg bool // messages should start w/lower case
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MsgEsc bool // check for ESC from msg's --More--
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scr *Screen // the top line lives on scr.Std
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look func(wakeup bool) // redraw before a --More-- (misc.c look)
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readChar func() byte // input for --More-- prompts
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}
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// Msg displays a message at the top of the screen (io.c msg). It returns
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// Escape if the player escaped out of a --More--, ^Escape otherwise (the C
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// convention: callers compare against ESCAPE).
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func (g *RogueGame) msg(format string, a ...any) int {
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// Escape if the player escaped out of a --More--, ^Escape otherwise (the
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// C convention: callers compare against ESCAPE).
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func (m *MessageLine) Msg(format string, a ...any) int {
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// if the string is "", just clear the line
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if format == "" {
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g.move(0, 0)
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g.clrtoeol()
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g.Msgs.Mpos = 0
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m.scr.Std.Move(0, 0)
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m.scr.Std.Clrtoeol()
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m.Mpos = 0
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return ^Escape
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}
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// otherwise add to the message and flush it out
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g.doaddf(format, a...)
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m.doaddf(format, a...)
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return g.endmsg()
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return m.End()
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}
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// addmsgf adds things to the current message (io.c addmsg).
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func (g *RogueGame) addmsgf(format string, a ...any) {
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g.doaddf(format, a...)
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// Addf adds things to the current message (io.c addmsg).
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func (m *MessageLine) Addf(format string, a ...any) {
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m.doaddf(format, a...)
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}
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// endmsg displays a new msg, giving the player a chance to see the previous
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// End displays a new msg, giving the player a chance to see the previous
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// one if it is up there with the --More-- (io.c endmsg).
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func (g *RogueGame) endmsg() int {
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m := &g.Msgs
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func (m *MessageLine) End() int {
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if m.SaveMsg {
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m.Huh = m.buf.String()
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}
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if m.Mpos != 0 {
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g.look(false)
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g.mvaddstr(0, m.Mpos, "--More--")
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g.refresh()
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m.look(false)
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m.scr.Std.MvAddStr(0, m.Mpos, "--More--")
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m.scr.Refresh()
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if !m.MsgEsc {
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g.waitFor(' ')
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m.waitForSpace()
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} else {
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for {
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ch := g.readchar()
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ch := m.readChar()
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if ch == ' ' {
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break
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}
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@@ -85,30 +90,60 @@ func (g *RogueGame) endmsg() int {
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out = string(toUpper(out[0])) + out[1:]
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}
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g.mvaddstr(0, 0, out)
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g.clrtoeol()
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m.scr.Std.MvAddStr(0, 0, out)
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m.scr.Std.Clrtoeol()
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m.Mpos = m.newpos
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m.newpos = 0
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m.buf.Reset()
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g.refresh()
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m.scr.Refresh()
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return ^Escape
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}
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// doaddf performs an add onto the message buffer (io.c doadd).
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func (g *RogueGame) doaddf(format string, a ...any) {
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m := &g.Msgs
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// attach wires the message line to its display and input; NewGame and
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// Restore call it once the screen and game exist.
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func (m *MessageLine) attach(scr *Screen, look func(bool), readChar func() byte) {
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m.scr = scr
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m.look = look
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m.readChar = readChar
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}
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// waitForSpace absorbs input until the player types a space: the
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// --More-- acknowledgement (io.c wait_for).
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func (m *MessageLine) waitForSpace() {
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for {
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if m.readChar() == ' ' {
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return
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}
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}
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}
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// doaddf performs an add onto the message buffer (io.c doadd).
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func (m *MessageLine) doaddf(format string, a ...any) {
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s := fmt.Sprintf(format, a...)
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if len(s)+m.newpos >= maxMsg {
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g.endmsg()
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m.End()
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}
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m.buf.WriteString(s)
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m.newpos = m.buf.Len()
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}
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// msg, addmsgf, and endmsg are the game-side shorthands for the message
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// line; the machinery lives on MessageLine.
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func (g *RogueGame) msg(format string, a ...any) int {
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return g.Msgs.Msg(format, a...)
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}
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func (g *RogueGame) addmsgf(format string, a ...any) {
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g.Msgs.Addf(format, a...)
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}
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func (g *RogueGame) endmsg() {
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g.Msgs.End()
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}
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// stepOk returns true if it is ok to step on ch (io.c step_ok).
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func stepOk(ch byte) bool {
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switch ch {
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@@ -51,6 +51,29 @@ func (l *Level) VisibleChar(y, x int) byte {
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return l.Char(y, x)
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}
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// ObjectAt finds the unclaimed object at (y, x) (misc.c find_obj).
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func (l *Level) ObjectAt(y, x int) *Object {
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for _, obj := range l.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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// AddObject puts an object on the level (list.c attach on lvl_obj).
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func (l *Level) AddObject(obj *Object) { attachObj(&l.Objects, obj) }
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// RemoveObject takes an object off the level (list.c detach on lvl_obj).
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func (l *Level) RemoveObject(obj *Object) { detachObj(&l.Objects, obj) }
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// AddMonster puts a monster on the level (list.c attach on mlist).
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func (l *Level) AddMonster(m *Monster) { attachMon(&l.Monsters, m) }
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// RemoveMonster takes a monster off the level (list.c detach on mlist).
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func (l *Level) RemoveMonster(m *Monster) { detachMon(&l.Monsters, m) }
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// goldCalc is the GOLDCALC macro: how much a gold pile is worth at depth.
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func (g *RogueGame) goldCalc() int {
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return g.rnd(50+10*g.Depth) + 2
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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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@@ -31,7 +31,7 @@ func (g *RogueGame) randMonster(wander bool) byte {
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func (g *RogueGame) newMonster(tp *Monster, typ byte, cp Coord) {
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levAdd := max(g.Depth-AmuletLevel, 0)
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attachMon(&g.Level.Monsters, tp)
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g.Level.AddMonster(tp)
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tp.Type = typ
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tp.Disguise = typ
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tp.Pos = cp
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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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51
game/pack.go
51
game/pack.go
@@ -9,7 +9,7 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
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fromFloor := false
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if obj == nil {
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if obj = g.findObj(p.Pos.Y, p.Pos.X); obj == nil {
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if obj = g.Level.ObjectAt(p.Pos.Y, p.Pos.X); obj == nil {
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return
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}
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@@ -18,7 +18,7 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
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// Check for and deal with scare monster scrolls
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if obj.Kind == KindScroll && obj.ScrollKind() == ScrollScareMonster && obj.Flags.Has(WasFound) {
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detachObj(&g.Level.Objects, obj)
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g.Level.RemoveObject(obj)
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g.mvaddch(p.Pos.Y, p.Pos.X, g.floorCh())
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if p.Room.Flags.Has(Gone) {
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@@ -34,7 +34,7 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
|
||||
|
||||
if len(p.Pack) == 0 {
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||||
p.Pack = append(p.Pack, obj)
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||||
obj.PackCh = g.packChar()
|
||||
obj.PackCh = p.nextPackChar()
|
||||
p.Inpack++
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||||
} 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:
|
||||
|
||||
@@ -105,7 +105,7 @@ func (g *RogueGame) digRooms() {
|
||||
gold.Flags = Stackable
|
||||
gold.Group = goldGrp
|
||||
gold.Kind = KindGold
|
||||
attachObj(&g.Level.Objects, gold)
|
||||
g.Level.AddObject(gold)
|
||||
}
|
||||
// Put the monster in
|
||||
prob := 25
|
||||
|
||||
@@ -618,6 +618,7 @@ func Restore(path string, cfg Config) (*RogueGame, error) {
|
||||
restored: true,
|
||||
}
|
||||
g.scr = NewScreen(cfg.Term)
|
||||
g.Msgs.attach(g.scr, g.look, g.readchar)
|
||||
g.applySnapshot(&st)
|
||||
|
||||
// defeat multiple restarting from the same place
|
||||
|
||||
@@ -104,7 +104,7 @@ func (g *RogueGame) readScroll() {
|
||||
// Or anything else nasty
|
||||
if ch := g.Level.VisibleChar(y, x); stepOk(ch) {
|
||||
if ch == Scroll {
|
||||
if fo := g.findObj(y, x); fo != nil && fo.ScrollKind() == ScrollScareMonster {
|
||||
if fo := g.Level.ObjectAt(y, x); fo != nil && fo.ScrollKind() == ScrollScareMonster {
|
||||
continue
|
||||
}
|
||||
}
|
||||
|
||||
@@ -85,7 +85,7 @@ func (g *RogueGame) doZap() {
|
||||
}
|
||||
case WandPolymorph:
|
||||
pp := tp.Pack
|
||||
detachMon(&g.Level.Monsters, tp)
|
||||
g.Level.RemoveMonster(tp)
|
||||
|
||||
if g.seeMonst(tp) {
|
||||
g.mvaddch(y, x, g.Level.Char(y, x))
|
||||
|
||||
@@ -153,7 +153,7 @@ func (g *RogueGame) dropIt() {
|
||||
|
||||
obj = g.leavePack(obj, true, !obj.Kind.MergesInPack())
|
||||
// Link it into the level object list
|
||||
attachObj(&g.Level.Objects, obj)
|
||||
g.Level.AddObject(obj)
|
||||
g.Level.SetChar(p.Pos.Y, p.Pos.X, obj.Kind.Glyph())
|
||||
g.Level.FlagsAt(p.Pos.Y, p.Pos.X).Set(FDropped)
|
||||
|
||||
|
||||
@@ -78,7 +78,7 @@ func (g *RogueGame) fall(obj *Object, pr bool) {
|
||||
}
|
||||
}
|
||||
|
||||
attachObj(&g.Level.Objects, obj)
|
||||
g.Level.AddObject(obj)
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user