Rename item-subsystem methods (refactor step 5, items)
getItem→promptPackItem now returns (obj, ok) instead of a nil-signaling pointer; invName→inventoryName; doPot→applyPotionFuse. C breadcrumbs kept. Behavior unchanged; suite green.
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@@ -6,8 +6,8 @@ package game
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func (g *RogueGame) wear() {
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p := &g.Player
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obj := g.getItem("wear", KindArmor)
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if obj == nil {
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obj, ok := g.promptPackItem("wear", KindArmor)
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if !ok {
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return
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}
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@@ -32,7 +32,7 @@ func (g *RogueGame) wear() {
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g.wasteTime()
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obj.Flags.Set(Known)
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sp := g.invName(obj, true)
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sp := g.inventoryName(obj, true)
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p.CurArmor = obj
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if !g.Options.Terse {
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@@ -70,7 +70,7 @@ func (g *RogueGame) takeOff() {
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g.addmsgf("you used to be")
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}
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g.msg(" wearing %c) %s", obj.PackCh, g.invName(obj, true))
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g.msg(" wearing %c) %s", obj.PackCh, g.inventoryName(obj, true))
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}
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// wasteTime does nothing but let other things happen (armor.c waste_time).
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