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.
289 lines
6.5 KiB
Go
289 lines
6.5 KiB
Go
package game
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import (
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"fmt"
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"strings"
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)
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// io.c — the message line, the status line, and character input.
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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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// 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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Huh string // the last message printed
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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
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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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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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m.doaddf(format, a...)
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return m.End()
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}
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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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// 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 (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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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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m.waitForSpace()
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} else {
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for {
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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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if ch == Escape {
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m.buf.Reset()
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m.Mpos = 0
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m.newpos = 0
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return Escape
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}
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}
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}
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}
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// All messages should start with uppercase, except ones that start
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// with a pack addressing character
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out := m.buf.String()
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if len(out) > 0 && isLower(out[0]) && !m.LowerMsg &&
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(len(out) <= 1 || out[1] != ')') {
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out = string(toUpper(out[0])) + out[1:]
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}
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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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m.scr.Refresh()
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return ^Escape
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}
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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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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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case ' ', '|', '-':
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return false
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default:
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return !isAlpha(ch)
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}
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}
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// readchar reads and returns a character, checking for gross input errors
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// (io.c readchar).
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func (g *RogueGame) readchar() byte {
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ch := g.scr.term.ReadChar()
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if ch == 3 { // ^C
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g.quit(0)
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return 27
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}
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return ch
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}
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// statusCache is the set of static shadow variables in io.c status() that
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// suppress redundant status-line redraws.
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type statusCache struct {
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hpwidth int
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hungry int
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lvl int
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pur int
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hp int
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arm int
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str int
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exp int
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init bool
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}
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// status displays the important stats line, keeping the cursor where it was
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// (io.c status).
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func (g *RogueGame) status() {
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s := &g.statusCache
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p := &g.Player
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// If nothing has changed since the last status, don't bother.
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temp := p.Stats.ArmorClass
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if p.CurArmor != nil {
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temp = p.CurArmor.ArmorClass
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}
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if s.init && s.hp == p.Stats.HP && s.exp == p.Stats.Exp &&
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s.pur == p.Purse && s.arm == temp && s.str == p.Stats.Str &&
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s.lvl == g.Depth && s.hungry == p.HungryState && !g.StatMsg {
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return
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}
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s.init = true
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s.arm = temp
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oy, ox := g.scr.Std.GetYX()
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if s.hp != p.Stats.MaxHP {
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s.hp = p.Stats.MaxHP
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s.hpwidth = 0
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for t := p.Stats.MaxHP; t != 0; t /= 10 {
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s.hpwidth++
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}
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}
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// Save current status
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s.lvl = g.Depth
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s.pur = p.Purse
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s.hp = p.Stats.HP
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s.str = p.Stats.Str
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s.exp = p.Stats.Exp
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s.hungry = p.HungryState
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line := fmt.Sprintf(
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"Level: %d Gold: %-5d Hp: %*d(%*d) Str: %2d(%d) Arm: %-2d Exp: %d/%d %s",
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g.Depth, p.Purse, s.hpwidth, p.Stats.HP, s.hpwidth, p.Stats.MaxHP,
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p.Stats.Str, p.MaxStats.Str, 10-s.arm, p.Stats.Lvl, p.Stats.Exp,
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g.data.hungerStateName[p.HungryState])
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if g.StatMsg {
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g.move(0, 0)
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g.msg("%s", line)
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} else {
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g.move(StatLine, 0)
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g.addstr(line)
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}
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g.clrtoeol()
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g.move(oy, ox)
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}
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// waitFor sits around until the guy types the right key (io.c wait_for).
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func (g *RogueGame) waitFor(ch byte) {
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if ch == '\n' {
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for {
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c := g.readchar()
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if c == '\n' || c == '\r' {
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return
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}
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}
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}
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for {
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if g.readchar() == ch {
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return
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}
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}
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}
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// showWin displays a window and waits before returning (io.c show_win).
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func (g *RogueGame) showWin(message string) {
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g.scr.Hw.MvAddStr(0, 0, message)
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g.scr.Hw.Move(g.Player.Pos.Y, g.Player.Pos.X)
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g.scr.RefreshWin(g.scr.Hw)
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g.waitFor(' ')
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g.refresh()
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}
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// ASCII helpers standing in for <ctype.h>; the C game only ever handles
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// 7-bit characters.
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func isAlpha(c byte) bool { return isUpper(c) || isLower(c) }
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func isUpper(c byte) bool { return c >= 'A' && c <= 'Z' }
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func isLower(c byte) bool { return c >= 'a' && c <= 'z' }
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func isDigit(c byte) bool { return c >= '0' && c <= '9' }
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func isPrint(c byte) bool { return c >= ' ' && c < 0x7f }
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func toUpper(c byte) byte {
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if isLower(c) {
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return c - 'a' + 'A'
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}
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return c
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}
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func toLower(c byte) byte {
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if isUpper(c) {
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return c - 'A' + 'a'
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}
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return c
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}
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